LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
305
|
Posted - 2014.03.09 20:55:00 -
[1] - Quote
If I may, I will add an addendum here about heavies for 1.8 that I originally wrote under another thread.
Here's my issue with these new heavies. First of all, like some other guys said in here already, HMG is taking no nerfs at all. That may eventually cause a problem a long the lines with being able to get into and take over objectives in skirmishes. Get a couple heavies camping a letter (particularly in a dom) and you aren't going to be getting in there any time soon most likely without some sort of vehicle or a ton of people. HMGs already cut down people pretty good the way it is. You can have a TTK increase all you want, it still will equal out in the end back to what we have now, but this isn't the main problem. The main problem with HMGs currently is that slowdown or "sloth" effect when hit by continuous streams of bullets, completely stopping any player's ability to get behind cover once they get fired upon by an HMG.
Second, we're all taking a grenade nerf, both actively through a reduction in the number we can carry and also subtly through heavy explosive resistances. I like to use core nades at times. They especially are helpful when you have heavies that spawn in around an objective you're hacking and try to get the jump on you. Bring down their shields with a CR or ScR while jumping around while cooking a core nade, toss that sucker and a lot of times you can then finish them off. No longer possible with the explosive resistances. I'll just use the base damage for a rough estimate, take 25% off of 600 and you're already down to 450. You get a sentinel that is using brick tank with around 1300 armor, you aren't even going to get through half his HP. Then you combine that with rifle nerfs, proficiency nerfs, and damage mod nerfs, and things are gonna get ugly.
I can say the same with REs. Take 25% off of 1500 and you're down to 1,125. Fully tanked Amarr sentinels will easily resist RE blasts without an issue, and if their shields full to begin with, more than one RE.
Lastly we have the resistance bonuses. I'll use Gallente and Amarr as those have the rail/projectile resistance. For any engagements at any range, most people are going to be still using RR or CR as an armor counter weapon (although we'll see somewhat of a return of MD I'm sure). If people using these Amarr/Gallente sentinels hold true to the heavy idea and use HMGs, then this whole ordeal will not even be an issue, however as this last event has shown, we now have plenty of scrubs that use sentinel fatsuits with RR. Taking this resistance bonus into account, that's 10 to 15% for projectile and rail weapons. This means that any medium suit, even a tanked logi suit with RR with the max out of around 1000 eHP still will fail miserably in a standard engagement with a sentinel suit. It's plain mathematics. If they notice each other at around the same time (fighting even at the longest optimal range available), or even if the logi suit gets a slight jump on the Amarr sentinel from a flank, he is still going to loose. 1000 eHP is not going to outdo around 2000 eHP. It's as simple as that. That is just from what we have now already pre 1.8 Now you factor in that extra 10 or 15% resistance and that Amarr or Gallente sentinel will trump that logi or other medium suit every single time. Like the OP said above, that 15% makes for an extra 210 more HP. Does not seem like much, but when we are dealing with these high of numbers, that is a ton. That sentinel will be afforded at least an extra few seconds (with the new reduced TTK) due to that bonus while the other medium suits have none.
If these new heavies were only to use HMGs, forges, or sidearms, then I could easily buy into the argument that they aren't overpowered as the argument of "well fight them from outside of their optimal and you'll have no trouble" would be true. However, I know full well, with these new bonuses, light weapon heavies, particularly the RR heavies will become even more prevalent than they are now and it will be much worse than currently.
TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor
2. Simple numerics combined with new bonuses means in an equal situation and even a slight disadvantage, light weapon heavies will prevail every single time against scout and medium suits.
3. If heavies only functioned optimally at CQC - lower mid ranges (like they are designed to) none of these issues would even present a problem.
4. I feel that one bonus or the other should have been used for heavies. Either they gain a resistance to certain weapon types based upon race, OR resistance to explosives. Getting both at once I feel leads to a huge discrepancy for other suit users and as you said earlier Arkena, heavies will reign supreme, particularly light weapon and HMG sentinels.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
|