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God Hates Lags
Fatal Absolution General Tso's Alliance
967
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Posted - 2014.03.09 06:02:00 -
[1] - Quote
As it stands, with the shield and armor skills all to level five the base HP for the Amarr sentinel is 600 armor and 600 shield for a combined total of 1200. The slots for the amarr sentinel right now are the same as those for the gallente sentinel, the gallente sentinel will be no different the the amarr in terms of base hp or slots. Literally the only thing that is changing about the heavies is their skills With the skills heavies get 25% resistance to explosives. With mass drivers getting buffed it won't be any different mass drivering a heavy in 1.8 than it is now. The only other difference is the that resistance buff. 15% resistance on 1400 armor makes for 210 extra HP. That's a little more than an extra complex armor plate, and only against one damage type. That's an edge, but it's hardly OP.
As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
Moreover, the logos weren't really nerved at all. Equipment was nerved and the logis lost their innate reps and a few other goodies, but they're keeping their slots and high CPU and PG, meaning they can still pack a good amount of tank. Assaults, aside from the caldari are all getting useful bonuses to weapon use, and the scouts are going to better than ever at stabbing heavies in the back with cloaking.
TLDR; The people who think heavies will be OP in 1.8 aren't taking into account time to kill changes, and the fact that the heavy really isn't changing that much.
Doubles ISK
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Joel II X
Dah Gods O Bacon
1542
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Posted - 2014.03.09 06:03:00 -
[2] - Quote
Too many white letters hurt my eyes on a black background.
Eject! EJECT! |
Echo 1991
WarRavens League of Infamy
87
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Posted - 2014.03.09 06:04:00 -
[3] - Quote
God Hates Lags wrote:As it stands, with the shield and armor skills all to level five the base HP for the Amarr sentinel is 600 armor and 600 shield for a combined total of 1200. The slots for the amarr sentinel right now are the same as those for the gallente sentinel, the gallente sentinel will be no different the the amarr in terms of base hp or slots. Literally the only thing that is changing about the heavies is their skills With the skills heavies get 25% resistance to explosives. With mass drivers getting buffed it won't be any different mass drivering a heavy in 1.8 than it is now. The only other difference is the that resistance buff. 15% resistance on 1400 armor makes for 210 extra HP. That's a little more than an extra complex armor plate, and only against one damage type. That's an edge, but it's hardly OP.
As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
Moreover, the logos weren't really nerved at all. Equipment was nerved and the logis lost their innate reps and a few other goodies, but they're keeping their slots and high CPU and PG, meaning they can still pack a good amount of tank. Assaults, aside from the caldari are all getting useful bonuses to weapon use, and the scouts are going to better than ever at stabbing heavies in the back with cloaking.
TLDR; The people who think heavies will be OP in 1.8 aren't taking into account time to kill changes, and the fact that the heavy really isn't changing that much. Take into account the hmg isnt being touched and any heavy will kill you unless you get a jump on him.
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Vitharr Foebane
Living Like Larry Schwag
730
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Posted - 2014.03.09 06:04:00 -
[4] - Quote
If only more people had the OP's level of thinking...
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Cody Sietz
Bullet Cluster Legacy Rising
2586
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Posted - 2014.03.09 06:04:00 -
[5] - Quote
The HMG isn't losing any dmg as far as I know.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7247
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Posted - 2014.03.09 06:10:00 -
[6] - Quote
There's a major flaw with this. Even while getting jumped, I saw heavies just turn around after being hit with a duvolle with double damage mods, and just SHRED 750 eHP.
That's being jumped, that's not me going headon with them.
So the fact that the HMG wasn't nerfed? Heavies WILL be OP as ****.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Awry Barux
Ametat Security Amarr Empire
1541
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Posted - 2014.03.09 06:10:00 -
[7] - Quote
God Hates Lags wrote: TLDR; The people who think heavies will be OP in 1.8 aren't taking into account time to kill changes, and the fact that the heavy really isn't changing that much.
You're conveniently omitting one crucial, crucial fact: the HMG is not receiving a nerf. TTKs across the board are increasing, but the HMG's DPS will stay the same. This is being combined with the EHP buff from resistances, particularly a very powerful resistance to splash damage, which will make grenades and REs much less useful for dealing with entrenched heavies. HMG heavies already rule the field within 25m, even against OP rifles and bricked logis. In 1.8, the only counter to a HMG heavy is going to be another HMG heavy.
Edit: 1.8 FoTM = HMG Sentinel + MagSec for range. Regen-tanked Cal for soloers, Amarr for squad play. Calling it now.
Respec in 1.8 due to huge battlefield role shift for MinLogi!
All my posts are respec posts (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ LockmeBro!
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Echo 1991
WarRavens League of Infamy
91
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Posted - 2014.03.09 06:12:00 -
[8] - Quote
1.8 is gonna be filled with fat suits and invisible stick men |
Sgt Kirk
Fatal Absolution General Tso's Alliance
5002
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Posted - 2014.03.09 06:13:00 -
[9] - Quote
Heavy HMG is not getting a nerf dude.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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darkiller240
WarRavens League of Infamy
554
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Posted - 2014.03.09 06:14:00 -
[10] - Quote
See id agree with you if HMG would be nerfed with all the other guns, but it is not going to it is keeping a that low TTK from last build=OP
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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straya fox
Sad Panda Solutions
245
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Posted - 2014.03.09 06:27:00 -
[11] - Quote
Everyone already said it champ, HMG is going to kill just as fast as it does now, the only weapons that are being affected are the ones used against a heavy.
So how exactly do you come to your conclusions? |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
301
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Posted - 2014.03.09 06:34:00 -
[12] - Quote
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.
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 continue to use Amarr as that has the 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 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 15% for projectile 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 15% resistance and that Amarr 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 be 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.
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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Kigurosaka Laaksonen
DUST University Ivy League
541
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Posted - 2014.03.09 06:34:00 -
[13] - Quote
Rsrvd
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Patrick57
5873
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Posted - 2014.03.09 06:35:00 -
[14] - Quote
Echo 1991 wrote:Take into account the hmg isnt being touched and any heavy will kill you unless you get a jump on him.
Even if you do get the jump on them, they can just turn around and kill you because 25% of your damage will do absolutely nothing. |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
301
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Posted - 2014.03.09 06:38:00 -
[15] - Quote
Patrick57 wrote:Echo 1991 wrote:Take into account the hmg isnt being touched and any heavy will kill you unless you get a jump on him.
Even if you do get the jump on them, they can just turn around and kill you because 25% of your damage will do absolutely nothing.
Exactly what I said above, except in more detail.
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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Proto Annihilator
Fraternity of St. Venefice Amarr Empire
30
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Posted - 2014.03.09 06:42:00 -
[16] - Quote
Well then I guess you won't cry when they slap a rail or combat rifle on one. Thank god. I was so sick of hearing whiney little scrubs snivel about which gun on which suit kills them. Its not dying that makes you bad. Its begging CCP to save you from the unskilled players who rely on the hp and range. |
Rusty Shallows
1068
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Posted - 2014.03.09 07:10:00 -
[17] - Quote
Echo 1991 wrote:God Hates Lags wrote:snip Take into account the hmg isnt being touched and any heavy will kill you unless you get a jump on him. When the Devs originally announced this "toning down" my first though was the Big-Four Rifles would be lightly touched and everything else harshly nerfed. That mindset has been the status quo for every game build. Yet now it's entirely possible that for the first time in this game's history there will be some kind of broad small-arms balance. Even Nova Knives with a cloak can be dangerous. Sounds too good to be true.
Besides you won't have to get the jump to kill Sentinels. Out-Range or use cover to control the engagement as the O.P. pointed out.
Here, have some candy and a Like. :-)
Forums > Game
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
135
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Posted - 2014.03.09 07:24:00 -
[18] - Quote
Heavies will not be OP I'm speccing scouts come 1.8 take it as you will.
G0DS AM0NG MEN Director
Preferred fit 1 complex damage mod, 2 mlt kin cats, basic HMG, flux grenade on a std sentinel
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
135
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Posted - 2014.03.09 07:45:00 -
[19] - Quote
Ppl forget damage mods are being nerfed across the board, so heavies are not going to kill as fast. shotguns and NKs, heavy hard counters, are not getting nerfed. HMG still only has a 20m effective range so they are still only limited to cqc fighting unless he uses a light weapon, which as a heavy since chrome I think is a waste and is no fun. Not to mention in 1.8 dual tanking will be the norm you'll see medium suits with 1000hp easy with possible equipment.
G0DS AM0NG MEN Director
Preferred fit 1 complex damage mod, 2 mlt kin cats, basic HMG, flux grenade on a std sentinel
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Rusty Shallows
1068
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Posted - 2014.03.09 07:58:00 -
[20] - Quote
LEHON Xeon wrote:TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor What other solution do you propose to the current problem with REs being OP against Heavy Frames? Never mind what the game will be like when a cloaked mad-bomber throws down two REs and safely detonates them.
LEHON Xeon wrote: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 be a problem. If the HMG Heavy can finally do that role it will be a first. Because a properly fitted Medium Frame using one of the Big-Four Rifles can still out DPS an HMG Heavy head-to-head at close-range. It just isn't as easy as it was before December. What is the point of having over ninety percent of the stats being worse and still not able to do that one job a Dev called Point Defense?
LEHON Xeon wrote: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. During the particularly dark days mid last year I advocated keeping Heavy Frame as slightly crappy buffer-tank with weapons that functioned like Heavy Weapons. That barely got any traction at all from even inside the Fatty Community and far as I can tell zero elsewhere.
I'm not a fan of the Resistances either but the Devs are sticking to this.
Here, have some candy and a Like. :-)
Forums > Game
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castba
Penguin's March
329
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Posted - 2014.03.09 09:04:00 -
[21] - Quote
Cat Merc wrote:There's a major flaw with this. Even while getting jumped, I saw heavies just turn around after being hit with a duvolle with double damage mods, and just SHRED 750 eHP.
That's being jumped, that's not me going headon with them.
So the fact that the HMG wasn't nerfed? Heavies WILL be OP as ****. Quick question, should a suit with a "jack of all trades" weapon win against another suit that has twice the HP (or more) and a weapon that is designed to be dominant in close quarters (and also possibly double damage modded) if engaged in the HMG's optimal range?
If you say "yes", then should a scout with 350hp and a TAR be able to take down your medium tanked suit with a Duvolle AR at 30m?
Jump or not, you have to take into account optimal ranges, the damage of their weapon and the possible HP of the red dot... not to mention terrain, line of sight and possible other red dots hitting you from another angle.
If a scrub like me knows this, surely someone with your experience would know this and not expect the poster boy for OP rifles to do all the work for you? |
Arkena Wyrnspire
Fatal Absolution
10782
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Posted - 2014.03.09 09:28:00 -
[22] - Quote
God Hates Lags wrote: As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
Except that TTK going up is mostly irrelevant to heavies apart from a very slight damage loss, because the HMG is not being nerfed for a higher TTK.
castba wrote:Cat Merc wrote:There's a major flaw with this. Even while getting jumped, I saw heavies just turn around after being hit with a duvolle with double damage mods, and just SHRED 750 eHP.
That's being jumped, that's not me going headon with them.
So the fact that the HMG wasn't nerfed? Heavies WILL be OP as ****. Quick question, should a suit with a "jack of all trades" weapon win against another suit that has twice the HP (or more) and a weapon that is designed to be dominant in close quarters (and also possibly double damage modded) if engaged in the HMG's optimal range? If you say "yes", then should a scout with 350hp and a TAR be able to take down your medium tanked suit with a Duvolle AR at 30m? Jump or not, you have to take into account optimal ranges, the damage of their weapon and the possible HP of the red dot... not to mention terrain, line of sight and possible other red dots hitting you from another angle. If a scrub like me knows this, surely someone with your experience would know this and not expect the poster boy for OP rifles to do all the work for you?
If that scout comes up behind the medium frame with the Duvolle, damn right he should. If a scout with a shotgun comes up behind a heavy in 1.8, should he win the fight 9 times out of 10? Because it'll take 4-5 shots to take out the stronger heavies, and that's easily enough time for any heavy to turn around and vaporise any scout with the HMG.
You have long since made your choice. What you make now is a mistake.
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
210
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Posted - 2014.03.09 09:33:00 -
[23] - Quote
I still don't understand why the HMG can't shred LAV's anymore (Compared to murder taxi days (Militia/Std LAVs) Although the Nerf to damage mods will hurt the Heavy they still will have a good dps
PvE 2014
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Hawkings Greenback
Red Star. EoN.
115
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Posted - 2014.03.09 09:55:00 -
[24] - Quote
God Hates Lags wrote:Moreover, the logos weren't really nerved at all. Equipment was nerved and the logis lost their innate reps and a few other goodies, but they're keeping their slots and high CPU and PG, meaning they can still pack a good amount of tank.
ahem,
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
taken from here
This suggests ( to me ) that logi suits will indeed get a nerf to there PG & CPU to allow them to better fit equipment. As a mini logi heavies pretty much staying as they are means I can rep them. BUT I will probably have to brick tank the living crap out of my logi suit because I am now going to be a target for every half decent team/squad I will come up against when repping heavies.
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Galvan Nized
Deep Space Republic
789
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Posted - 2014.03.09 10:06:00 -
[25] - Quote
castba wrote:Cat Merc wrote:There's a major flaw with this. Even while getting jumped, I saw heavies just turn around after being hit with a duvolle with double damage mods, and just SHRED 750 eHP.
That's being jumped, that's not me going headon with them.
So the fact that the HMG wasn't nerfed? Heavies WILL be OP as ****. Quick question, should a suit with a "jack of all trades" weapon win against another suit that has twice the HP (or more) and a weapon that is designed to be dominant in close quarters (and also possibly double damage modded) if engaged in the HMG's optimal range? If you say "yes", then should a scout with 350hp and a TAR be able to take down your medium tanked suit with a Duvolle AR at 30m? Jump or not, you have to take into account optimal ranges, the damage of their weapon and the possible HP of the red dot... not to mention terrain, line of sight and possible other red dots hitting you from another angle. If a scrub like me knows this, surely someone with your experience would know this and not expect the poster boy for OP rifles to do all the work for you?
Getting the drop on someone, hell yes they should. How else do you expect to kill a heavy?
I find it ridiculous that someone hunts you down takes you by surprise and can't kill you because you have over whelming health. Not a lot of skill involved in turning around and firing my hitscan weapon.
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 11:01:00 -
[26] - Quote
God Hates Lags wrote:As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
When I become supreme ruler of mankind, and the industrialized world lay in ashes and ruin, I will have you brought from my vault of "people I'm saving for later that I specifically want to watch perish", and I will personally throw you into a hole full of cannibalistic crackheads for being this stupid.
Medium/Light frames already die near instantly when facing heavies with HMGs. More TTK is a huge mistake on CCP's part and I am not surprised. How they don't see these obstacles until they hit them blows my mind.
Mark my words - The HMG, heavy HP, or the weapons that were nerfed in 1.8 will be adjusted in 1.9.
CCP is making a mistake and they will realize this.
100% Tactical Scout Corporation
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
137
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Posted - 2014.03.09 11:09:00 -
[27] - Quote
Asher Night wrote:God Hates Lags wrote:As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
When I become supreme ruler of mankind, and the industrialized world lay in ashes and ruin, I will have you brought from my vault of "people I'm saving for later that I specifically want to watch perish", and I will personally throw you into a hole full of cannibalistic crackheads for being this stupid. Medium/Light frames already die near instantly when facing heavies with HMGs. More TTK is a huge mistake on CCP's part and I am not surprised. How they don't see these obstacles until they hit them blows my mind. Mark my words - The HMG, heavy HP, or the weapons that were nerfed in 1.8 will be adjusted in 1.9. CCP is making a mistake and they will realize this.
Oh no! now my medium frame can't solo a heavy in cqc they're OP bring back my medium suit with 1000 HP with a 1000dps gun and spam able heal equipment. Skill
G0DS AM0NG MEN Director
Preferred fit 1 complex damage mod, 2 mlt kin cats, basic HMG, flux grenade on a std sentinel
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Takahiro Kashuken
Red Star. EoN.
2879
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Posted - 2014.03.09 11:09:00 -
[28] - Quote
Echo 1991 wrote:God Hates Lags wrote:As it stands, with the shield and armor skills all to level five the base HP for the Amarr sentinel is 600 armor and 600 shield for a combined total of 1200. The slots for the amarr sentinel right now are the same as those for the gallente sentinel, the gallente sentinel will be no different the the amarr in terms of base hp or slots. Literally the only thing that is changing about the heavies is their skills With the skills heavies get 25% resistance to explosives. With mass drivers getting buffed it won't be any different mass drivering a heavy in 1.8 than it is now. The only other difference is the that resistance buff. 15% resistance on 1400 armor makes for 210 extra HP. That's a little more than an extra complex armor plate, and only against one damage type. That's an edge, but it's hardly OP.
As far as TTK going up, this is actually bad for heavies comparatively, and good for medium and light frames. Remember that running a heavy is essentially a trade off of speed for hp. More time to kill means more time for a medium frame to maneuver, making strafing and cover more important, whereas when death is instantaneous, there's no time for an assault to use their speed to their advantage.
Moreover, the logos weren't really nerved at all. Equipment was nerved and the logis lost their innate reps and a few other goodies, but they're keeping their slots and high CPU and PG, meaning they can still pack a good amount of tank. Assaults, aside from the caldari are all getting useful bonuses to weapon use, and the scouts are going to better than ever at stabbing heavies in the back with cloaking.
TLDR; The people who think heavies will be OP in 1.8 aren't taking into account time to kill changes, and the fact that the heavy really isn't changing that much. Take into account the hmg isnt being touched and any heavy will kill you unless you get a jump on him.
Yea dont get in range then
Intelligence is OP
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7268
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Posted - 2014.03.09 11:13:00 -
[29] - Quote
castba wrote:Cat Merc wrote:There's a major flaw with this. Even while getting jumped, I saw heavies just turn around after being hit with a duvolle with double damage mods, and just SHRED 750 eHP.
That's being jumped, that's not me going headon with them.
So the fact that the HMG wasn't nerfed? Heavies WILL be OP as ****. Quick question, should a suit with a "jack of all trades" weapon win against another suit that has twice the HP (or more) and a weapon that is designed to be dominant in close quarters (and also possibly double damage modded) if engaged in the HMG's optimal range? If you say "yes", then should a scout with 350hp and a TAR be able to take down your medium tanked suit with a Duvolle AR at 30m? Jump or not, you have to take into account optimal ranges, the damage of their weapon and the possible HP of the red dot... not to mention terrain, line of sight and possible other red dots hitting you from another angle. If a scrub like me knows this, surely someone with your experience would know this and not expect the poster boy for OP rifles to do all the work for you? Damn right he should. He took the time to flank and set up an optimal engagement. He deserves that kill.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Derpty Derp
It's All Gone Derp
112
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Posted - 2014.03.09 11:19:00 -
[30] - Quote
The shotgun isn't getting nerfed either... I think we'll be fine. |
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