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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
232
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Posted - 2014.03.05 03:06:00 -
[1] - Quote
I would reduce their rotation speed. That's all folks.
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Duran Lex
Fraternity of St. Venefice Amarr Empire
579
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Posted - 2014.03.05 03:07:00 -
[2] - Quote
If you were to balance heavies,
They would end up tipping over. |
Vegetation Monster
KILL-EM-QUICK RISE of LEGION
237
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Posted - 2014.03.05 03:09:00 -
[3] - Quote
Duran Lex wrote:If you were to balance heavies,
They would end up tipping over.
No... I would just reduce their rotation speed.
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Lorhak Gannarsein
Science For Death
1896
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Posted - 2014.03.05 03:11:00 -
[4] - Quote
Vegetation Monster wrote:Duran Lex wrote:If you were to balance heavies,
They would end up tipping over. No... I would just reduce their rotation speed.
Considering the level of your recent QQ...
You'd probably reduce it to 4%.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
237
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Posted - 2014.03.05 03:12:00 -
[5] - Quote
Lorhak Gannarsein wrote:Vegetation Monster wrote:Duran Lex wrote:If you were to balance heavies,
They would end up tipping over. No... I would just reduce their rotation speed. Considering the level of your recent QQ... You'd probably reduce it to 4%.
no i would make them turn 40% slower.
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Disturbingly Bored
Forum Warfare
1897
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Posted - 2014.03.05 03:12:00 -
[6] - Quote
Vegetation Monster wrote:I would reduce their rotation speed. That's all folks.
And I would increase my controller sensitivity. Where we at then?
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
237
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Posted - 2014.03.05 03:13:00 -
[7] - Quote
Disturbingly Bored wrote:Vegetation Monster wrote:I would reduce their rotation speed. That's all folks. And I would increase my controller sensitivity. Where we at then?
controller sensitivity only increases how fast your controller will get to max speed and speed is being capped so? now where are we?
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1080
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Posted - 2014.03.05 03:14:00 -
[8] - Quote
how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed
Kills- Archduke Ferdinand
Balance!
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Bax Zanith
58
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Posted - 2014.03.05 03:15:00 -
[9] - Quote
Vegetation Monster wrote:I would reduce their rotation speed. That's all folks. I think that was once a thing, because if I remember, I think the patch notes for one of the patches said somethink about plates no longer effecting ratation or something ro that effect. I'll be back with real info...
I'd say walk in my shoes for a day, but you probably still won't understand.
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Disturbingly Bored
Forum Warfare
1897
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Posted - 2014.03.05 03:15:00 -
[10] - Quote
Vegetation Monster wrote:controller sensitivity only increases how fast your controller will get to max speed and speed is being capped so? now where are we?
Just saying that it worked backed in the early days of beta. Increasing lateral controller sensitivity negated turn speed balancing. It just meant I had to use fat suits and fat suits only... switching to medium suits effed up aiming.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
237
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Posted - 2014.03.05 03:15:00 -
[11] - Quote
Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed
sure?
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N I G
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
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Posted - 2014.03.05 03:17:00 -
[12] - Quote
Disturbingly Bored wrote:Vegetation Monster wrote:controller sensitivity only increases how fast your controller will get to max speed and speed is being capped so? now where are we? Just saying that it worked backed in the early days of beta. Increasing lateral controller sensitivity negated turn speed balancing. It just meant I had to use fat suits and fat suits only... switching to medium suits effed up aiming.
I remember those ole days... type 2 heavies and vk.0 |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
1080
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Posted - 2014.03.05 03:17:00 -
[13] - Quote
also, increase FoV by like 5 degrees for assaults, 10 degrees for scouts, and -5 degrees for heavies
Kills- Archduke Ferdinand
Balance!
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ugg reset
Molon Labe. General Tso's Alliance
506
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Posted - 2014.03.05 03:18:00 -
[14] - Quote
seeing all these"heavies are OP" thread is bringing a tear to my eye.
Thr33 is the magic number.
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Duran Lex
Fraternity of St. Venefice Amarr Empire
585
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Posted - 2014.03.05 03:18:00 -
[15] - Quote
Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed
Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning.
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CLONE117
True Pros Forever
711
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Posted - 2014.03.05 03:19:00 -
[16] - Quote
im fine with the current heavy suits. the only problem i have is when 2 proto heavies attack my std or mlt hmg heavy. and rail rifles and combat rifles. thats really it. and anything that as farther reach than me. and large open areas. y do they always place the supply depot in an open area?. |
Tectonic Fusion
1177
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Posted - 2014.03.05 03:22:00 -
[17] - Quote
. . . ._.
Solo Player
Squad status: Locked
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Beck Weathers
Ghosts of Dawn General Tso's Alliance
638
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Posted - 2014.03.05 03:46:00 -
[18] - Quote
I would make it so they couldnt fit in the drivers seat of ANY vehical
These forums must be located in the Californin country side, there is whine as far as the eye can see.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1085
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Posted - 2014.03.05 03:57:00 -
[19] - Quote
Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. a scout SHOULD be able to 1v1 a HMG heavy in its optimal with ease, if they can get the drop on itGǪ..heavies should not=invincible they should be very difficult to kill head on, but if attacked from the sides and rear they should be dispatched with relative ease
Kills- Archduke Ferdinand
Balance!
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Duran Lex
Fraternity of St. Venefice Amarr Empire
586
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Posted - 2014.03.05 04:07:00 -
[20] - Quote
Gavr1lo Pr1nc1p wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. a scout SHOULD be able to 1v1 a HMG heavy in its optimal with ease, if they can get the drop on itGǪ..heavies should not=invincible they should be very difficult to kill head on, but if attacked from the sides and rear they should be dispatched with relative ease
I disagree.
Flanking or sneaking up upon anyone, in any dropsuit should not guarantee a kill, but only provide an advantage. An advantage that is equally susceptible to any advantage a suit or weapon would have in their own respective niche.
A SG wielding scout can take down most other suits in the game with ease, because CQC isn't their specialty niche.
A SG wielding scout should not have an easy time with a suit designed to survive in CQC situations, using a weapon designed to dominate in CQC. He should be smart and move on to a more reliable target, after all, the disparity between their health alone is a reason for hesitation to begin with.
A Heavy using an HMG is unable to chase down medium suit Rifles staying within their optimal and effective ranges, being unable to do a damn thing about it but run away and choose a different target.
Why should scouts get the luxury of being able to solo any dropsuit and weapon setup with relative ease and no fear of risk? |
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Meeko Fent
Kirkinen Risk Control Caldari State
1909
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Posted - 2014.03.05 04:16:00 -
[21] - Quote
Duran Lex wrote:Gavr1lo Pr1nc1p wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. a scout SHOULD be able to 1v1 a HMG heavy in its optimal with ease, if they can get the drop on itGǪ..heavies should not=invincible they should be very difficult to kill head on, but if attacked from the sides and rear they should be dispatched with relative ease I disagree. Flanking or sneaking up upon anyone, in any dropsuit should not guarantee a kill, but only provide an advantage. An advantage that is equally susceptible to any advantage a suit or weapon would have in their own respective niche. A SG wielding scout can take down most other suits in the game with ease (Edit) if you get the drop on them, because CQC isn't their specialty niche. A SG wielding scout should not have an easy time with a suit designed to survive in CQC situations, using a weapon designed to dominate in CQC. He should be smart and move on to a more reliable target, after all, the disparity between their health alone is a reason for hesitation to begin with. A Heavy using an HMG is unable to chase down medium suit Rifles staying within their optimal and effective ranges, being unable to do a damn thing about it but run away and choose a different target. Why should scouts get the luxury of being able to solo any dropsuit and weapon setup with relative ease and no fear of risk? Because scouts.
Makes as much sense to us as to me.
Because you Wanted to be Something your Not.
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Rinzler XVIII
Edimmu Warfighters Gallente Federation
164
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Posted - 2014.03.05 04:19:00 -
[22] - Quote
Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning.
SG optimum is under 5m .. if a scout gets that close then they deserve the kill and you deserve to die |
Duran Lex
Fraternity of St. Venefice Amarr Empire
588
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Posted - 2014.03.05 04:36:00 -
[23] - Quote
Rinzler XVIII wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. SG optimum is under 5m .. if a scout gets that close then they deserve the kill and you deserve to die
So getting close deserves an definitive kill? No matter the situation?
I can spawn at a CRU or uplink, and as long as a scout is there...i should die regardless of my ability to fire back?
A scout can jump out of a dropship and land within 5 meters of me, and i should die since he got so close?
Sorry, but there are far too many factors taking place during a battle to have such a narrow minded view.
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sebastian the huds
Legions of Infinite Dominion Zero-Day
11
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Posted - 2014.03.05 04:51:00 -
[24] - Quote
Vegetation Monster wrote:I would reduce their rotation speed. That's all folks. Dude, how long have you been playing? I ask because I want to know how much of Dust's history I can reference to you.
He who breaks crutches
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
294
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Posted - 2014.03.05 05:01:00 -
[25] - Quote
Duran Lex wrote:Rinzler XVIII wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. SG optimum is under 5m .. if a scout gets that close then they deserve the kill and you deserve to die So getting close deserves an definitive kill? No matter the situation? I can spawn at a CRU or uplink, and as long as a scout is there...i should die regardless of my ability to fire back? A scout can jump out of a dropship and land within 5 meters of me, and i should die since he got so close? Sorry, but there are far too many factors taking place during a battle to have such a narrow minded view.
Under that logic I could say the same thing about heavies with an HMG. In a skirmish or dom, they go in and just camp an objective located in an installation. According to what you wrote, no single person should really be able to take them out, flanking advantage or no. Also, then no one should be able to get in there and kill you except another heavy, some guy who gets lucky and manages to get in with a RE or a group of people in which one manages to get the drop on you. Same thing with your respawn bit. Had it happen a ton in this recent event. I spawn in at an uplink, cru, or objective, should I die immediately to a heavy or two camping there from an HMG burst, even if he is not initially facing my direction?
Yeah, what you said is true about not being able to chase down medium suits. That's about the only main weakness you guys have at the moment, which is totally mitigated when you all sit and camp objectives, spawns, or sit in installations.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Duran Lex
Fraternity of St. Venefice Amarr Empire
594
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Posted - 2014.03.05 05:38:00 -
[26] - Quote
LEHON Xeon wrote:Duran Lex wrote:Rinzler XVIII wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. SG optimum is under 5m .. if a scout gets that close then they deserve the kill and you deserve to die So getting close deserves an definitive kill? No matter the situation? I can spawn at a CRU or uplink, and as long as a scout is there...i should die regardless of my ability to fire back? A scout can jump out of a dropship and land within 5 meters of me, and i should die since he got so close? Sorry, but there are far too many factors taking place during a battle to have such a narrow minded view. Under that logic I could say the same thing about heavies with an HMG. In a skirmish or dom, they go in and just camp an objective located in an installation. According to what you wrote, no single person should really be able to take them out, flanking advantage or no. Also, then no one should be able to get in there and kill you except another heavy, some guy who gets lucky and manages to get in with a RE or a group of people in which one manages to get the drop on you. Same thing with your respawn bit. Had it happen a ton in this recent event. I spawn in at an uplink, cru, or objective, should I die immediately to a heavy or two camping there from an HMG burst, even if he is not initially facing my direction? Yeah, what you said is true about not being able to chase down medium suits. That's about the only main weakness you guys have at the moment, which is totally mitigated when you all sit and camp objectives, spawns, or sit in installations. I think a lot of problems can be resolved by what Fox Gaden said in another thread. Get rid of that "sloth" effect when you get shot and things would improve considerably.
A bit wrong there, that's not "under my logic" for i was stating situations to prove what he said made no sense at all, not to mention most of the hypothetical's you gave don't have any relevance in the "logic" that either me or him were stating.
I'm saying that if a Heavy camped on an objective located in an installation, a person in a Scout suit should seriously reconsidering initiating a CQC firefight with a Heavy suit under his ideal conditions, and other suits should be cautious and change their strategy from "rushing headlong into his HMG firing away". And that just because you approached someone from behind that has at the very least, 1200 EHP, you shouldn't expect a guaranteed kill, for that suit was designed to withstand large amounts of damage, and the weapon to wreck face in CQC.
There are many weakness to a Heavy Suit : Easy to be sniped. Hilariously easy to be scanned. Any weapon 35m and beyond. Grenades, RE's, SG blasts (when hit detection is working), Can't jump over pebbles, even skilled players with NK's are frightening.
But i digress. My point was Scouts should reevaluate their strategies when dealing with a particular foe, then reaffirmed my stance by saying that a Heavy with an HMG should reevaluate his strategy against a foe who's staying 35m+ away from him.
This is game of multiple counters and strategies, not Tenchu : Stealth Assassin.
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Jake Diesel
BIG BAD W0LVES
109
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Posted - 2014.03.05 05:52:00 -
[27] - Quote
Gavr1lo Pr1nc1p wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. a scout SHOULD be able to 1v1 a HMG heavy in its optimal with ease, if they can get the drop on itGǪ..heavies should not=invincible they should be very difficult to kill head on, but if attacked from the sides and rear they should be dispatched with relative ease
Wow. I'm just glad folks like you aren't responsible for balancing DUST. Because apparently it's about that 1 vs 1 thing against a heavy. And you happen to be a scout. Scouts have a lot of advantages as it is. They can literally jump almost as high as a clone, run super fast, can traverse almost any terrain with ease. Heavies can barely clear a road without being run down by speeding LAV's, can't jump over obstacles 1 foot tall, and have the largest hit detection of anyone. And they're super slow!
If you wanted to be a slayer, then choose another role. You're in a class that has the least HP of any clone. And by the way, your cloaks are coming in on 1.8. So enjoy that with your close-up shottys. Jeez. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
516
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Posted - 2014.03.05 05:58:00 -
[28] - Quote
There was a time when heavies had a significantly slower turning speed and it made heavies very UP. Heavies already are slow moving large hitbox targets. If you cant kill a heavy your doing it wrong. If your trying to kill a heavy by charging in to close quarters and wondering why you become paste your a moron. |
Vegetation Monster
KILL-EM-QUICK RISE of LEGION
243
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Posted - 2014.03.05 13:00:00 -
[29] - Quote
Thurak1 wrote:There was a time when heavies had a significantly slower turning speed and it made heavies very UP. Heavies already are slow moving large hitbox targets. If you cant kill a heavy your doing it wrong. If your trying to kill a heavy by charging in to close quarters and wondering why you become paste your a moron.
Let me enlighten you. Should a obese man with a 200 KG gun turn as fast as Usain Bolt with an Assault rifle that weighs 5 KG?
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
243
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Posted - 2014.03.05 13:07:00 -
[30] - Quote
Jake Diesel wrote:Gavr1lo Pr1nc1p wrote:Duran Lex wrote:Gavr1lo Pr1nc1p wrote:how about this-increase aim acceleration by 20% on scouts, and 10% on assaults, remove heavy aim acceleration, reduce heavy turn speed Or you can fix the hit detection problems with the SG, so the fools in the Scout suits who feel they should be able to 1 on 1 a HMG Heavy in their optimal range can get a kill and stop moaning. a scout SHOULD be able to 1v1 a HMG heavy in its optimal with ease, if they can get the drop on itGǪ..heavies should not=invincible they should be very difficult to kill head on, but if attacked from the sides and rear they should be dispatched with relative ease Wow. I'm just glad folks like you aren't responsible for balancing DUST. Because apparently it's about that 1 vs 1 thing against a heavy. And you happen to be a scout. Scouts have a lot of advantages as it is. They can literally jump almost as high as a clone, run super fast, can traverse almost any terrain with ease. Heavies can barely clear a road without being run down by speeding LAV's, can't jump over obstacles 1 foot tall, and have the largest hit detection of anyone. And they're super slow! If you wanted to be a slayer, then choose another role. You're in a class that has the least HP of any clone. And by the way, your cloaks are coming in on 1.8. So enjoy that with your close-up shottys. Jeez.
Classes aren't suppose to be invincible. Medium suits are suppose to take some damage and strafe some scouts are suppose to strafe damage heavies are suppose to take it all in
Medium suits = scouts = heavies
Scouts flank and gank (sneak up on heavies and own them but that can't happen because shot guns suck and the fact that heavies can turn just as fast as a scout just messes up the whole sneaking up thing. The SG doesn't do enough damage (or hit detection sucks) to down the heavie so he just turn around and kills out paper thin suits, I have gotten over 200 heavies down to 30 hp but the turn just in time to kill me in .00000000001 seconds.
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