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Thurak1
Psygod9 D.E.F.I.A.N.C.E
414
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Posted - 2013.12.12 06:46:00 -
[31] - Quote
Kazu Fujiwara wrote:The problem is with the current TTK.
I run a heavy with an EHP of over 1.5k. It costs me over 100,000 ISK to field one set of this fitting. I have a life expectancy of under 2 seconds versus just about anything.
Do I expect to be an unkillable death machine? No. No. I do expect that I can last a bit longer than 2 seconds with a fit that costs as much as a standard tank fit. I do expect people to be scared of my HMG, and to be able to shrug off anything but concentrated fire from multiple sources.
The Heavy suit has no way of "Supporting" it's team. It's designed to kill. It's designed to get up in your face and scream 'COME AT ME". Right now, we just tickle people, while AR users just faceroll us in close combat.
I'll admit, I've had a few games where I've managed to pull off some crazy **** as a Heavy. But they're few and far between. But right now, Heavies aren't worth a damn thing, and most of my SP has been put into Heavy suits. I run a full proto build, and it's worthless compared to my 5k Logi build. It really is. I do feel that Forge Guns are alright just now though. Proto tanks are still crazy, but using a Proto Assault FG seems to work well - mostly. The HMG is worthless. SMGs and shotguns kill faster at close range, and ARs, RRs and CRs have medium range. So where does that leave the HMG? See people this is someone that actually plays a heavy not some dammed assault wanna be that thinks they understand the problems heavies have these days. I will admit i have had a couple of crazy games also even lately. But unlike when i play assault (yes i have gone to the dark side and i even dabble in logis) my crazy good games are far and few between as a heavy. As an assault i run standard gear and a duvoll and its amazing the kills i rack up. Assault suits have a great combination of good mobility and great weapons. Heavies have a SLIGHTLY increased hp **** poor mobility and the choice of a weapon for nearly point blank and a weapon best from afar. |
WASTED MERC
The Southern Legion The Umbra Combine
46
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Posted - 2013.12.12 09:56:00 -
[32] - Quote
Really, Lucky I've only wasted about 100k SP on getting into heavy Think I'll stop right there... For the record a x ISK & y SP heavy should be comparable to a x ISK & y SP assault / scout / logi / tank
e.g. a Heavy needs more SP then an asault so a basic heavy should match a advanced assault, that kinda thing
do that or setup a unrelated and uninfluence to EVE test/development server where players have unlimited free respecs to prove/test such things |
Superhero Rawdon
The Generals General Tso's Alliance
124
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Posted - 2013.12.12 18:12:00 -
[33] - Quote
back to the top.
we need to b heard!!
i bleed chocolate milk........and poop batarangs
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Shijima Kuraimaru
warravens League of Infamy
415
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Posted - 2013.12.12 21:07:00 -
[34] - Quote
WASTED MERC wrote:Really, Lucky I've only wasted about 100k SP on getting into heavy Think I'll stop right there... For the record a x ISK & y SP heavy should be comparable to a x ISK & y SP assault / scout / logi / tank
e.g. a Heavy needs more SP then an asault so a basic heavy should match a advanced assault, that kinda thing
do that or setup a unrelated and uninfluence to EVE test/development server where players have unlimited free respecs to prove/test such things You do need a little more SP to get into heavy, unless CCP changed that since I skilled into one many long months ago.
Introducing the latest in heavy anti infantry weaponry. The Forge Gun.
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lee corwood
The Unholy Legion Of DarkStar DARKSTAR ARMY
29
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Posted - 2013.12.12 21:17:00 -
[35] - Quote
Ramses the Great wrote:501st Headstrong wrote:So why is it I'm constantly running with Logi and Heavy combos that walk through anything? I'm sorry if my ignorance came off dismissive, but I thought everyone did this and only when Heavies ran did they then run into the problems they now face. The HMG is weak though, but have you guys tried Sharpshooter and Proficiency? That may help somewhat. It certainly increased the range on my AR. I mean youre really not helpin your case with that comment. the HMG has no sharpshooter skill, and its not that we need more accuracy with our gun per say, in fact its that the hit marker is too accurate. Unless you have someone perfectly centered in you reticle 90% of your damage wont hit. When faced with an AR hip firing in close quarters with aim assist and our huge hit box., it typically ends with us getting destroyed. There is a video floating around that illustrates the issue im describing quite well, cant seem to find it but if you google it im sure itll show up
I second this. I saw a vid and images that showed that:
1. their scatter spread basically isn't there, so unless they are literally in the center of the dot and in CQC, no dice. 2. their ability to see the reticle while firing is a joke. I didn't believe it till I saw the images and the fact that your crosshairs disappear when firing kinda defeats the point.
That being said, I'm a logi that has high level rep tools and still see my good heavies torn to shreds from enemy fire because of their large hitbox and their poor hmg. As a logi, I shouldn't be able to go head to head with these big guys.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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I-Shayz-I
I-----I
1624
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Posted - 2013.12.12 21:26:00 -
[36] - Quote
I've killed at least 20 tanks so far since 1.7 hit. Forge guns still work. Heavy suit is still viable.
Heck, I even went on a murder spree with my SMG running into the base cause I ran out of forge gun rounds. Got at least 5 kills before dying.
Heavy is the most reliant role on other players, and other heavies. If you don't play it like that you're going to have a hard time. Ever run a squad with 3 heavies, 2 logistics, and an assault defending an objective? Infantry doesn't stand a chance, that's where heavies shine. The heavy is a DEFENSIVE role, they wait for the enemy to foolishly walk into their trap instead of running out into the open guns blazing (at least the amarr heavy is, Minmatar heavy could potentially be awesome for aggressive play)
You run into more than one heavy defending and you'll die. It's as simple as that. Solo heavies need two armor reps at the least. Shield regulators are a good option if you use cover a lot. Plates should only be used if you have logistics support to help heal you. That way you can rep in between encounters and have another full 1200 ehp to deal with the next guy. If you find another heavy stick with him. Chances are the enemy will panic and not be able to take down even one of you when he has two HMGs in his face.
Trust me, I have proficiency 3 in both HMG and forge, prototype heavy frame, and my main role is logistics. If anything, the HMG just needs a rework of the bullet spread, and the heavy to have more ways of earning points for the team.
Also, don't be afraid to use light weapons if you have support! The HMG is the heavy version of a shotgun. It's great for nailing a person who comes around the corner unsuspecting, but can't do anything at range. You have to be sneaky with it and it's not just point and shoot like other weapons. If you can sacrifice ammo capacity then go for a rifle. However, don't be an idiot and use a rifle in situations where HMGs would be more effective. Rifles are better for defending areas with a large space in-between the objective and the enemy.
Links:
List of Most Important Threads
I make logistics videos!
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deepfried salad gilliam
Sanguine Knights
273
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Posted - 2013.12.12 21:40:00 -
[37] - Quote
Meee One wrote:Heavies should only be weak against 2 things: 1. other heavies 2. vehicles I personally believe 1 heavy should be able to mow down at least 3 enemies (proto or not) 1 on 3 (with a HMG). I personalt believe no It should be equally good not better It should have higher hp and dps but if an opponent moves a lot you should be screwed
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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Shijima Kuraimaru
warravens League of Infamy
418
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Posted - 2013.12.12 22:31:00 -
[38] - Quote
I-Shayz-I wrote:I've killed at least 20 tanks so far since 1.7 hit. Forge guns still work. Heavy suit is still viable.
Heck, I even went on a murder spree with my SMG running into the base cause I ran out of forge gun rounds. Got at least 5 kills before dying.
Heavy is the most reliant role on other players, and other heavies. If you don't play it like that you're going to have a hard time. Ever run a squad with 3 heavies, 2 logistics, and an assault defending an objective? Infantry doesn't stand a chance, that's where heavies shine. The heavy is a DEFENSIVE role, they wait for the enemy to foolishly walk into their trap instead of running out into the open guns blazing (at least the amarr heavy is, Minmatar heavy could potentially be awesome for aggressive play)
You run into more than one heavy defending and you'll die. It's as simple as that. Solo heavies need two armor reps at the least. Shield regulators are a good option if you use cover a lot. Plates should only be used if you have logistics support to help heal you. That way you can rep in between encounters and have another full 1200 ehp to deal with the next guy. If you find another heavy stick with him. Chances are the enemy will panic and not be able to take down even one of you when he has two HMGs in his face.
Trust me, I have proficiency 3 in both HMG and forge, prototype heavy frame, and my main role is logistics. If anything, the HMG just needs a rework of the bullet spread, and the heavy to have more ways of earning points for the team.
Also, don't be afraid to use light weapons if you have support! The HMG is the heavy version of a shotgun. It's great for nailing a person who comes around the corner unsuspecting, but can't do anything at range. You have to be sneaky with it and it's not just point and shoot like other weapons. If you can sacrifice ammo capacity then go for a rifle. However, don't be an idiot and use a rifle in situations where HMGs would be more effective. Rifles are better for defending areas with a large space in-between the objective and the enemy or for multiple enemy encounters. HMGs work best within the objective or city where there are lots of hallways and walls to hide behind, forcing your enemy to get close.
I've helped take down squads like you speak of. A few well placed grenades/mass driver shots, possible tossed in remote explosive if one of the other mercs has one, and BOOM! Enter for a quick sweep up. One or two assaults and a scout take out a five man heavy + logi team with little effort.
I still can't find tanks on the market. All I see are those HAVs.
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Kazu Fujiwara
Rinas' Raiders
13
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Posted - 2013.12.12 23:18:00 -
[39] - Quote
Shijima Kuraimaru wrote: One or two assaults and a scout (my alt) take out a five man heavy + logi team with little effort.
And this is where the problem lies.
Heavy dropsuits currently do not perform anywhere near expected for their price tag. As I've said, I'm not expecting to be unkillable, but what gets me is the fact that I can still die to the edge of a Mass Driver shot, or to a grenade when I'm in a suit that can, apprently, "go toe to toe with armoured vehicles".
Really? 'cause I ain't feeling it. Now the majority of these issues come from the incredibly low TTK right now, across all weapons. With a little tweaking, I believe Forge Guns and vehicles will be pretty damn close to balanced - that's not really an issue for me (we'll ignore the Nitrous right now). However, that is relegating the Heavy to a single role. Anti-Vehicle.
Assaults are not relegated to a single role. Scouts are not relegated to a single role. Hell, even Logistics aren't, as shown by the mass of SlayerLogis we're seeing (which is another argument entirely).
While many of the issues we currently face might very well be fixed with the introduction of Racial Heavy Weapons and Heavy Dropsuits, that doesn't fix the issue that we're facing just now. Ok yes, because of their nature Heavies are prone to a more defensive role, but that's not everything they can do.
Let me just go through a quick scenario. You're attempting to assault an underground capture point - you know, one of those ones that has the CRU or something above it. The enemy has a spam of Mass Drivers to stop anyone getting close. This is where you would send in a Heavy dropsuit, or two. They lumber up, plod down the stairs, and get smashed by a few Mass Drivers. Now, currently. BOOM. Dead Heavy. You know, a dropsuit that is designed to engage with vehicles toe to toe, and is built around surviving vehicle, and anti-vehicle, weaponry.
Now, the Heavy isn't going to wade in there and kill everything. No. What the Heavy is going to do though is make the enemy panic. Their Mass Drivers aren't working now, and they're being pushed back, letting your Assaults and Scouts push up, while the Logistics help the Heavies fortify the point to ensure that you can keep a constant stream of bodies flowing in.
That's the role of the Heavy. Heavy Defense, Anti-Vehicle and Vanguard Assault. It can barely do Anti-Vehicle currently, and it's worthless for defense or assault.
Dakka dakka
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Alena Ventrallis
Osmon Surveillance Caldari State
272
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Posted - 2013.12.12 23:27:00 -
[40] - Quote
The thing that worries me, as a non-heavy user, is heavies becoming invincible once TTK and HMG is fixed. What's the counter to them in a building, especially after the spread works as intended?
I do think the HMG needs a lot of work, and heavies should last longer than your average bear, but if they get an objective inside a building, whats to stop them? There must be something.
Perhaps make them turn slower slightly? Obviously after they are fixed, doing that now would ruin them for real. |
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Kazu Fujiwara
Rinas' Raiders
13
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Posted - 2013.12.12 23:29:00 -
[41] - Quote
Alena Ventrallis wrote:The thing that worries me, as a non-heavy user, is heavies becoming invincible once TTK and HMG is fixed. What's the counter to them in a building, especially after the spread works as intended?
I do think the HMG needs a lot of work, and heavies should last longer than your average bear, but if they get an objective inside a building, whats to stop them? There must be something.
Perhaps make them turn slower slightly? Obviously after they are fixed, doing that now would ruin them for real.
It's something simple like that. The counter to a well played Heavy would be to play smart. Get a scout. Get a breach shotgun. Run up behind the bastard and oneshot him. (Like, seriously, if I let you sneak up on me and get a full body shot with a shotgun, I deserve to die). It would promote more thinking and tactics and less "Hurr Durr, run through da door, shoot da peoplez".
People ask me, "Why do you fight?" I reply. "Why do you not?"
Beta Warrior, Heavy User, Rinas' Heavy Support Dude
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Alena Ventrallis
Osmon Surveillance Caldari State
272
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Posted - 2013.12.12 23:35:00 -
[42] - Quote
Kazu Fujiwara wrote: It's something simple like that. The counter to a well played Heavy would be to play smart. Get a scout. Get a breach shotgun. Run up behind the bastard and oneshot him. (Like, seriously, if I let you sneak up on me and get a full body shot with a shotgun, I deserve to die). It would promote more thinking and tactics and less "Hurr Durr, run through da door, shoot da peoplez".
This is the same argument tankers are giving to AV. It's taking more than one person to counter one person. While I'm for having heavies needing multiple people to kill being a thing, there must be a limiting factor on heavies, to ensure they can't hold down everything within 40m of them. This is why I suggested reducing turn speed, meaning if someone does flank them, they cannot as readily respond to the threat, or a scout can get in there and bounce around while the heavy can't track it.
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Kazu Fujiwara
Rinas' Raiders
13
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Posted - 2013.12.12 23:42:00 -
[43] - Quote
Alena Ventrallis wrote:Kazu Fujiwara wrote: It's something simple like that. The counter to a well played Heavy would be to play smart. Get a scout. Get a breach shotgun. Run up behind the bastard and oneshot him. (Like, seriously, if I let you sneak up on me and get a full body shot with a shotgun, I deserve to die). It would promote more thinking and tactics and less "Hurr Durr, run through da door, shoot da peoplez".
This is the same argument tankers are giving to AV. It's taking more than one person to counter one person. While I'm for having heavies needing multiple people to kill being a thing, there must be a limiting factor on heavies, to ensure they can't hold down everything within 40m of them. This is why I suggested reducing turn speed, meaning if someone does flank them, they cannot as readily respond to the threat, or a scout can get in there and bounce around while the heavy can't track it.
Apologies, that's what I meant. Decrease the Tracking of a Heavy, and then you have a smart way to counter them.
People ask me, "Why do you fight?" I reply. "Why do you not?"
Beta Warrior, Heavy User, Rinas' Heavy Support Dude
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Orion Vahid
DUST University Ivy League
208
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Posted - 2013.12.13 00:48:00 -
[44] - Quote
Alena Ventrallis wrote:once HMG is fixed I think we should wait at least 20 years until CCP acknowledges that there is a problem and ask for player feedback. |
Megaman Trigger
Knights of Eternal Darkness
51
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Posted - 2013.12.13 00:54:00 -
[45] - Quote
Orion Vahid wrote:Alena Ventrallis wrote:once HMG is fixed I think we should wait at least 20 years until CCP acknowledges that there is a problem and ask for player feedback.
I think you give them too much credit if you think it'll be that soon.
Look out! Here comes the Megaman!
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
420
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Posted - 2013.12.13 03:28:00 -
[46] - Quote
Alena Ventrallis wrote:The thing that worries me, as a non-heavy user, is heavies becoming invincible once TTK and HMG is fixed. What's the counter to them in a building, especially after the spread works as intended?
I do think the HMG needs a lot of work, and heavies should last longer than your average bear, but if they get an objective inside a building, whats to stop them? There must be something.
Perhaps make them turn slower slightly? Obviously after they are fixed, doing that now would ruin them for real. grenades will still work just fine to kill a heavy. That or god forbid make a militia heavy suit with a militia forge gun and shoot at the other heavy from as far away as you can so you outside the effective range of the HMG. Even in a militia heavy suit you will be able to take a few round. Or toss in a flux grenade and have a sniper ready to shoot the heavy. Or just 2 guys with duvolls even when TTK is fixed.
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maeth-01 2501
Seituoda Taskforce Command Caldari State
10
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Posted - 2013.12.13 06:53:00 -
[47] - Quote
Meee One wrote:Heavies should only be weak against 2 things: 1. other heavies 2. vehicles I personally believe 1 heavy should be able to mow down at least 3 enemies (proto or not) 1 on 3 (with a HMG).
Sniper shots should still be able to hurt though.....
Laugh, and the world laughs with you;Weep, and you weep alone
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Thurak1
Psygod9 D.E.F.I.A.N.C.E
421
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Posted - 2013.12.13 07:10:00 -
[48] - Quote
maeth-01 2501 wrote:Meee One wrote:Heavies should only be weak against 2 things: 1. other heavies 2. vehicles I personally believe 1 heavy should be able to mow down at least 3 enemies (proto or not) 1 on 3 (with a HMG). Sniper shots should still be able to hurt though..... Snipers will always be a threat to infantry of all types. Charged proto sniper with damage mods getting a headshot will always deal massive damage. For a well built heavy maybe it wont be an insta kill but it sure as hell will make the heavy look for cover. If the sniper is playing it smart there won't be any for the heavy and the second round will finish him off.
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Shijima Kuraimaru
warravens League of Infamy
420
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Posted - 2013.12.13 09:44:00 -
[49] - Quote
Kazu Fujiwara wrote:Alena Ventrallis wrote:Kazu Fujiwara wrote: It's something simple like that. The counter to a well played Heavy would be to play smart. Get a scout. Get a breach shotgun. Run up behind the bastard and oneshot him. (Like, seriously, if I let you sneak up on me and get a full body shot with a shotgun, I deserve to die). It would promote more thinking and tactics and less "Hurr Durr, run through da door, shoot da peoplez".
This is the same argument tankers are giving to AV. It's taking more than one person to counter one person. While I'm for having heavies needing multiple people to kill being a thing, there must be a limiting factor on heavies, to ensure they can't hold down everything within 40m of them. This is why I suggested reducing turn speed, meaning if someone does flank them, they cannot as readily respond to the threat, or a scout can get in there and bounce around while the heavy can't track it. Apologies, that's what I meant. Decrease the Tracking of a Heavy, and then you have a smart way to counter them.
Turn rate for heavies was like that a build or two before Chromosome. Scouts, and many assaults could out strafe a heavy's turn speed. It was lifted because heavies were getting torn apart by super speed strafing scouts and assaults. Then they slowed strafe a bit. I wouldn't mind the slower turn cap coming back.
A heavy HMG could be countered one vs one with smart tactics. The first thing was not to run straight down the barrels of my HMG. Get around me and up close, I had little chance of countering. Retrograde spiral strafing helped against assaults sometimes, but I had to take scouts before they got close or I was dead.
Sure I had multiple occasions, before the great HMG nerf, where I tore down three or more assault/logi/scout with little effort, but that wasn't because I was GOD on the battlefield, it was because they came straight at my barrels from thirty plus meters not even trying to strafe or use cover. I used to be able to lay down suppressive fire over an area forcing the opposition to take cover. I used to be able to help push a forward assault with my squad mates watching my sides and back because I couldn't. Now, HMGs are relegated to sit and wait for something to get close in an enclosed environment and pray no-one pops an AoE on them, or they have to employ murder taxi methods to get close. Otherwise opposition, including my scout alt, usually sits there and laughs while shredding the heavy apart with a battle rifle.
At no time has the heavy ever been able to do what it says on the tin.
I still can't find tanks on the market. All I see are those HAVs.
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BL4CKST4R
warravens League of Infamy
1350
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Posted - 2013.12.13 12:05:00 -
[50] - Quote
Shijima Kuraimaru wrote:Yep. People cried about getting killed by the HMG. It got nerfed to less than airsoft minigun range and accuracy.
Vehicle pilots, particularly HAV pilots, complained that their vehicles were getting killed by anything infantry based, now they have cyclic god mode and all infantry AV was abused with the nerf bat, except for the forge that got put back to pre-chromosome levels and maintained the range nerf.
So CCP... As both roles of the heavy have become little more than an annoyance to those the heavies are supposed to devastate, why not just take the final step and remove them and give back the SP spent in Heavy suits, Forge, and HMG?
As it stands now, there is no real incentive to prioritize vehicles over infantry, except maybe the LAV.
Rejoice pilots. The hard counter to your HAVs are finally gone.
1) EHP doesn't matter now 2) Speed and firepower matter now 3) Self survival > than team survival
What this means is that 1 a heavies specialty which is high HP is useless, this goes for armor as well, dodging bullets and killing your opponent before your melted is more important than having more HP and running a slow suit, on top of this logistics are not and cannot support (I.e revives and repairs) because it is very expensive and doing those jobs gets them killed and they lose isk so assault logi is the next viable option.
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Shadow Archeus
OSG Planetary Operations Covert Intervention
166
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Posted - 2013.12.13 12:37:00 -
[51] - Quote
Thurak1 wrote:maeth-01 2501 wrote:Meee One wrote:Heavies should only be weak against 2 things: 1. other heavies 2. vehicles I personally believe 1 heavy should be able to mow down at least 3 enemies (proto or not) 1 on 3 (with a HMG). Sniper shots should still be able to hurt though..... Snipers will always be a threat to infantry of all types. Charged proto sniper with damage mods getting a headshot will always deal massive damage. For a well built heavy maybe it wont be an insta kill but it sure as hell will make the heavy look for cover. If the sniper is playing it smart there won't be any for the heavy and the second round will finish him off. This is what its supposed to be like and I'm a heavy.........snipers need to be the counter to heavies.....not EVERY NEW WEAPON CCP CAN COME UP WITH.....I miss playing an actual heavy.....not a bs slow assault that can't jump |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
423
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Posted - 2013.12.17 06:31:00 -
[52] - Quote
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