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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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SILVERBACK 02
SVER True Blood General Tso's Alliance
526
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Posted - 2014.03.09 11:21:00 -
[31] - 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.
apparently it seems you havent taken into account the nerf to wait for it..
damage mods nerfs 50%
LIGHT weapon nerfs 8-12%
medium frames PG and CPU nerfs...
but hey dont listen to me im just a scrub in a OP heavy suit after all ;) your doing me a favour by putting this thread up hopfully il be the only heavy around murdering everything i see with my logi bro suckling on my guardian points :P
level 0 forum warrior
weapon of choice:
MARK V PYTHON.
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bamboo x
Eternal Beings Proficiency V.
173
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Posted - 2014.03.09 11:27:00 -
[32] - Quote
You have some valid points, but you need to remember:
- Does the splash damage resistance even count toward explosives?
- Shotguns are likely losing their RoF skill
- HMGs won't be affected as much with TTK because they aren't being nerfed
- TTK will increase for heavies as well
- Your scout better have REs or knives, Amarr Sentinel will laugh at projectile weapons
Hanging up the Min Logi, going full Amarr Sentinel with HMG, Ion Pistol, and Forge Gun.
My record high KD about 47/14
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XxGhazbaranxX
The New Age Outlaws WINMATAR.
1079
|
Posted - 2014.03.09 11:28:00 -
[33] - Quote
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 ****.
Kill a heavy from far away. Dont expect to get to a heavies optimal and get away with it. They are trading off a lot to be that durable; specially a proper heavy with an hmg. I hate people say heavies are op as hell or will be op ad hell when most people get into a heavy with an hmg and the first thing they do is switch the hmg for a light weapon because it doesnt meet their expectation.
A real heavy using proper heavy weapons is supposed to be beast at cqc because they cant do anything else. Need ammo? Nope, no equipment. Need to get to another objective? Nope too slow, is the opponent 30 meters away ( proto optimal) tough luck you will only be able to apply 50% damage because spread is so huge, Spawned next to a ledge? Tough luck, you live there now cause you cant jump over it, getting shot from far away while crossing to another point, pray that you dont die before you reach the other side and get to cover because you cant fight back....
I think i made my point with the last few sentences. You might not like being destroyed by an hmg in cqc but the fact that your that close mean you made the wrong choice.
Plasma Cannon Advocate
Heavy event survivor
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 11:35:00 -
[34] - Quote
xSir Campsalotx wrote: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
Sarcasm: The blatantly obvious indicator of a beta male. Anyway, think critically for half a second and realize this actually means that even though you get the drop on a heavy, have perfectly fine gun game, you are still more likely to die all because he had more HP and a deadlier weapon that wasn't nerfed.
I'm a scout by the way. I'll be dieing instantly when shot, regardless.
100% Tactical Scout Corporation
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
888
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Posted - 2014.03.09 11:37:00 -
[35] - Quote
Yeah, as everyone has said, the OP is really not looking at the whole picture:
1. 25% splash damage reduction - a MASSIVE factor given the only reliable way for a rifleman to kill a decent heavy at present is to nade them before you go in for the kill. That's going to get a whole lot harder. Assuming a third of damage done to heavies is from splash, this is equivalent to an 8% heavy HP buff. 2. 10% damage resistance versus 1/4 weapon types, 15% damage resistance versus another 1/4 weapon types; so on average this is equivalent to a 7.5% heavy HP buff. 3. Rifles are getting 10-15% nerfs. Given 90% of the playerbase use rifles, and the HMG is not getting nerfed, this is also effectively a 10%+ HP buff for heavies.
I played as a HMG heavy pretty solidly for two weeks during the event. I'd say at present heavies are not quite OP, but almost there since it's so hard to take them down in CQC even if you get the drop on them - I lost count of the number of times that someone put half a clip in me before I turned and wasted them in a second.
Given that the three changes above are equivalent to a 25%+ HP buff, and heavies are already borderline OP, I think heavies will be really OP in 1.8. |
BattleCry1791
PFB Pink Fluffy Bunnies
467
|
Posted - 2014.03.09 11:47:00 -
[36] - Quote
xSir Campsalotx wrote:Heavies will not be OP I'm speccing scouts come 1.8 take it as you will.
That's going to be the interesting part...with the garbage hit detection in this ****** game, combined with the damage mod and almost universal gun nerf...Scouts actually look to be getting buffed to the point where they are viable in front line situations and don't have to worry about dying as much like they do now.
I fully expect to see Heavy Spam, Scout increase, and a huge number of players quitting the game because after they start into a proto stomp, they won't even be able to snipe since the rifles and mods have been nerfed to the point that it's virtually worthless to do so.
Of course, the vehicles are just fine...as evidenced by CCP not making any changes to them.
Sony should THANK DUST514, because of this game, I'm going to go by a PS4....I simply refuse to play this piece of **** any more and no other PS3 games intrigue me...so Warframe here I come.
That's right...I'd rather pay 400 US than play this "F2P game" on a console I already own.
CCP, you're a ******* embarrassment to the PSN FPS community.
They'd ban me, but I'm too funny and more importantly, I'm right.
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 11:49:00 -
[37] - Quote
XxGhazbaranxX wrote: Kill a heavy from far away. Dont expect to get to a heavies optimal and get away with it. They are trading off a lot to be that durable; specially a proper heavy with an hmg. I hate people say heavies are op as hell or will be op ad hell when most people get into a heavy with an hmg and the first thing they do is switch the hmg for a light weapon because it doesnt meet their expectation.
This makes little sense. I'm a Gal scout, and even I can't see enemies in close quarters until it's too late. I have no idea how anyone else is going to fair, especially without fitting a cloak like me. I get killed by the MH-82 HMG from 30+ m all the time, despite running, dipping, dodging, whatever the hell I can do to get away. Sometimes, many times, there are situations and places where you just can't avoid the possibility of being seen, and when it's by a heavy, the chance of survival is smaller - smaller still if they have a light weapon as opposed to an HMG.
100% Tactical Scout Corporation
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 11:54:00 -
[38] - Quote
BattleCry1791 wrote:xSir Campsalotx wrote:Heavies will not be OP I'm speccing scouts come 1.8 take it as you will. Sony should THANK DUST514, because of this game, I'm going to go by a PS4....I simply refuse to play this piece of **** any more and no other PS3 games intrigue me...so Warframe here I come. That's right...I'd rather pay 400 US than play this "F2P game" on a console I already own. CCP, you're a ******* embarrassment to the PSN FPS community.
I have good news - Warframe is also on the PC, and an updated graphics card will be cheaper than $400. Also, the PC version of Warframe is free to download.
100% Tactical Scout Corporation
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1385
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Posted - 2014.03.09 11:58:00 -
[39] - 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. please run hmg in 1.8 ....
its safe very safe
hides laser whistling and thinking of laser baked hmg heavies in 1.8 ...
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
17
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Posted - 2014.03.09 12:01:00 -
[40] - Quote
Don't forget heavies are vulnerable to hit and run attacks or range if they are using an HMG, as long as you kill the logi first. You don't have to always kill them in one go. The lighter two frames need to take advantage of their ability to flank and dive in and out of cover.
Also resistance to explosives does not mean they are invulnerable to explosives. Plus mass drivers are getting buffed . |
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 12:02:00 -
[41] - Quote
Tech Ohm Eaven wrote: hides laser whistling and thinking of laser baked hmg heavies in 1.8 ...
How many fedoras do you own?
100% Tactical Scout Corporation
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3200
|
Posted - 2014.03.09 12:05:00 -
[42] - Quote
in pubs the heavy will reign dominant, although it remains to be seen how effective the scout will be. Cloaking is the real wildcard here.
In PC, slayer logi's will still outperform. PC is always low frame rate, and low frame rate environments drastically boost movement tanking. |
IAmDuncanIdaho II
R 0 N 1 N
252
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Posted - 2014.03.09 12:18:00 -
[43] - Quote
Rusty Shallows wrote: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. [...]
My understanding is you can't do much short of move around whilst cloaked because you need to be holding the "cloaking thingy" to have it activated. So safe detonation only applies if you're able to safely throw down the remotes in the first place.
Placing and detonation of REs can't happen whilst cloaked I don't think. |
Scheneighnay McBob
Hammerhead i Eagle Thrust
4245
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Posted - 2014.03.09 13:25:00 -
[44] - Quote
Not enough people seem to notice that commandos will have a built-in 10% extra damage at level 5
I am your scan error.
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Jacques Cayton II
Providence Guard Templis CALSF
646
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Posted - 2014.03.09 13:29:00 -
[45] - Quote
Awry Barux wrote: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. so you guys wanna nerf the hmg for doing its role wow my mind is blown
We fight for the future of the State not our
personal goals
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 13:50:00 -
[46] - Quote
Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown
So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown
So you guys wanna ban chemical weapons for doing their role wow my mind is blown
So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown
You must have a pretty small mind, boy.
If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life.
100% Tactical Scout Corporation
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JARREL THOMAS
Dead Man's Game
170
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Posted - 2014.03.09 14:49:00 -
[47] - Quote
I don't care anymore about 1.7 Tanks rr heavys everyone knows wats op and wats not op heavys,sentinels with rr are op because thats wat the commando is for.
Please. PLEASE STOP POSTING THREADS LIKE THIS ITS ****ING BORING AND A WAYSTE OF TIME IF EVERYONE HAS ARGUED ABOUT IT OVER 20 TIMES!!!
Caldari Loyalist
I speak for the rabbits
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Gelan Corbaine
Gladiators Vanguard
314
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Posted - 2014.03.09 21:01:00 -
[48] - Quote
Sgt Kirk wrote:Heavy HMG is not getting a nerf dude.
Losing Weapon Prof , Nerfed Dmg mods ,and less fluxes is a bit of a nerf to it .
No job is worth doing if you don't get paid in the end .
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Asher Night
Dark Tengu
501
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Posted - 2014.03.09 21:13:00 -
[49] - Quote
Gelan Corbaine wrote:Sgt Kirk wrote:Heavy HMG is not getting a nerf dude. Losing Weapon Prof , Nerfed Dmg mods ,and less fluxes is a bit of a nerf to it .
Dude, with that logic then name one weapon that ISN'T getting nerfed? Think for TWO SECONDS before speaking.
100% Tactical Scout Corporation
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Mobius Wyvern
Ahrendee Mercenaries General Tso's Alliance
4731
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Posted - 2014.03.09 21:31:00 -
[50] - 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 ****. Denying this is pointless.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Jacques Cayton II
Providence Guard Templis CALSF
659
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Posted - 2014.03.09 23:59:00 -
[51] - Quote
Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Lolz did you just say the flamethrower did a great job. It burned people alive and tended to explode. No it didn't do its job right and was banned because of its cruel way of death. The nuclear bomb wasn't banned it's still in use dur. Chemical weapons only fear opposing countries we have mop gear for Chem attacks. And hollow point rounds weren't banned are you high? Don't bring real life into a video game asshat
We fight for the future of the State not our
personal goals
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Asher Night
Dark Tengu
501
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Posted - 2014.03.10 00:37:00 -
[52] - Quote
Jacques Cayton II wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Lolz did you just say the flamethrower did a great job. It burned people alive and tended to explode. No it didn't do its job right and was banned because of its cruel way of death. The nuclear bomb wasn't banned it's still in use dur. Chemical weapons only fear opposing countries we have mop gear for Chem attacks. And hollow point rounds weren't banned are you high? Don't bring real life into a video game asshat
Wow, you clearly have no idea what you're talking about and have missed the entire point of my post. Are you half ******** or just 100% stupid?
100% Tactical Scout Corporation
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Roy Ventus
Axis of Chaos
1296
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Posted - 2014.03.10 00:48:00 -
[53] - Quote
Funny enough...I'm not as fearful of a HMG as I am of a RR wielding heavy.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jacques Cayton II
Providence Guard Templis CALSF
662
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Posted - 2014.03.10 00:48:00 -
[54] - Quote
Asher Night wrote:Jacques Cayton II wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Lolz did you just say the flamethrower did a great job. It burned people alive and tended to explode. No it didn't do its job right and was banned because of its cruel way of death. The nuclear bomb wasn't banned it's still in use dur. Chemical weapons only fear opposing countries we have mop gear for Chem attacks. And hollow point rounds weren't banned are you high? Don't bring real life into a video game asshat Wow, you clearly have no idea what you're talking about and have missed the entire point of my post. Are you half ******** or just 100% stupid? The real question are you? Your obviously mad yet you wine and complain about something you can't even test. Only speculate. Congrats your supper cool and here's a cookie for being a swell guy
We fight for the future of the State not our
personal goals
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Izlare Lenix
FREE AGENTS LP
197
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Posted - 2014.03.10 01:21:00 -
[55] - Quote
With 1.8 we are still going to have tank spam, and now we will have heavy spam as well. I was excited about going Caldari scout, but since I know most of dust players want ez mode fat suits I think the heavy and tank spam will finally kill my love for this game.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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castba
Penguin's March
329
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Posted - 2014.03.10 06:40:00 -
[56] - Quote
Cat Merc wrote: Damn right he should. He took the time to flank and set up an optimal engagement. He deserves that kill.
Optimal engagement for the medium frame would have been outside the HMG's range which obviously did not happen in your example.
Flanking should, and does, give a significant advantage but should never guarantee a win. |
castba
Penguin's March
329
|
Posted - 2014.03.10 06:51:00 -
[57] - Quote
Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Post is irrelevant. Comparing RL to a sci-fi video game is irrelevant
Playing with an AR/CR on a heavy frame is NOT the same as playing with an HMG.
Side note - calling someone names in an argument can be an effective way of diverting attention from the lack of substance in one's statements... but not on this occasion. |
Jacques Cayton II
Providence Guard Templis CALSF
664
|
Posted - 2014.03.10 12:10:00 -
[58] - Quote
castba wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Post is irrelevant. Comparing RL to a sci-fi video game is irrelevant Playing with an AR/CR on a heavy frame is NOT the same as playing with an HMG. Side note - calling someone names in an argument can be an effective way of diverting attention from the lack of substance in one's statements... but not on this occasion. Smartness and stuff. Wooh he gets a good brainz wish I could gets one
We fight for the future of the State not our
personal goals
|
Gelan Corbaine
Gladiators Vanguard
316
|
Posted - 2014.03.10 15:31:00 -
[59] - Quote
Asher Night wrote:Gelan Corbaine wrote:Sgt Kirk wrote:Heavy HMG is not getting a nerf dude. Losing Weapon Prof , Nerfed Dmg mods ,and less fluxes is a bit of a nerf to it . Dude, with that logic then name one weapon that ISN'T getting nerfed? Think for TWO SECONDS before speaking.
It effects the HMG differently than other weapons . Remember the HMG is a close range weapon AND has spin up ... What this means is that it is doing less than optimal damage in that first half a second along with further reduced damage as it pound through your shields .
Add in the heavies slow speed and mobility and this means that in 1.8 it will be easier for medium frames to disengage from a heaves's optimal with decent health left than it is currently . Sure noone is going to win a stand up fight with a Heavy cept another heavy or commando but that is it's strength . Fall back and dictate range.
Further nerfs to the HMG's dmg would only bring back 1.3's HMG walk backwards kiting killing the HMG heavy competitively.
No job is worth doing if you don't get paid in the end .
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Orion Vahid
Molon Labe. General Tso's Alliance
259
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Posted - 2014.03.10 15:36:00 -
[60] - Quote
Lol at all the idiots losing their **** because Heavy is actually working in CQC. It's funny because when everyone use medium suits the game is WORKING AS INTENDEDED!111!11 but as soon as Heavy becomes viable it's HEVY SPAM!111 |
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Disturbingly Bored
Forum Warfare
1983
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Posted - 2014.03.10 16:10:00 -
[61] - Quote
Plenty of people have correctly mentioned the HMG not getting nerfed with the rifles is a problem.
I think it needs a nerf to stay balanced. And it's a safe bet that it'll get one, sooner or later. If damage gets nerfed, though, I see another problem.
Reducing damage-per-bullet would make the HMG overheat more often than it does today (more bullets to kill the same guy), which I think would be too much of a nerf.
For the sane-minded HMG users who care, I think we should rally for a reduction to ROF.
Bring the normal HMG ROF down to 2200, and the Burst HMG down to 4200, and I think we'd have balance relatively like what we have in the game today. (That's about 8-9% less DPS than what we have now, same nerf as the rifles.)
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Asher Night
Dark Tengu
502
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Posted - 2014.03.10 16:13:00 -
[62] - Quote
Jacques Cayton II wrote:Asher Night wrote:Jacques Cayton II wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Lolz did you just say the flamethrower did a great job. It burned people alive and tended to explode. No it didn't do its job right and was banned because of its cruel way of death. The nuclear bomb wasn't banned it's still in use dur. Chemical weapons only fear opposing countries we have mop gear for Chem attacks. And hollow point rounds weren't banned are you high? Don't bring real life into a video game asshat Wow, you clearly have no idea what you're talking about and have missed the entire point of my post. Are you half ******** or just 100% stupid? The real question are you? Your obviously mad yet you wine and complain about something you can't even test. Only speculate. Congrats your supper cool and here's a cookie for being a swell guy
I really hope english isn't your first language because you suck at it. By the way, you havr no idea what the geneva convention is, do you? The fact that you said all those methods of war are perfectly fine shows you have no idea what the U.N is, that the geneva convention ever existed.
100% Tactical Scout Corporation
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Asher Night
Dark Tengu
502
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Posted - 2014.03.10 16:24:00 -
[63] - Quote
castba wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Post is irrelevant. Comparing RL to a sci-fi video game is irrelevant Playing with an AR/CR on a heavy frame is NOT the same as playing with an HMG. Side note - calling someone names in an argument can be an effective way of diverting attention from the lack of substance in one's statements... but not on this occasion.
Calling something irrelevent does not actually make it irrrelevent. Calling some one a dumbass when they are being stupid does not mean you are trying to distract people - it means you are calling a person stupid. Quit being paranoid and calling out nonsensical accusations.
It is a fair comparison. If the weapon is too destructive, it doesn't get used. Believe it or not, situations in video games can mimic real life. Not that hard to believe. The heavy itself is OP in that it simply has -too- much more power than other frames. Doesn't matter what weapon you use, it has too mich more of an advantage in a fight, caught off guard or not.
100% Tactical Scout Corporation
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Orion Vahid
Molon Labe. General Tso's Alliance
260
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Posted - 2014.03.13 00:21:00 -
[64] - Quote
Asher Night wrote:castba wrote:Asher Night wrote:Jacques Cayton II wrote: so you guys wanna nerf the hmg for doing its role wow my mind is blown
So you guys wanna ban the nuclear bomb for doing its role wow my mind is blown So you guys wanna ban the flamethrower from modern warfare for doing its role wow my mind is blown So you guys wanna ban chemical weapons for doing their role wow my mind is blown So you guys wanna ban hollow point rounds from conventional warfare for doing its role wow my mind is blown You must have a pretty small mind, boy. If it does it's job too well it gets nerfed even in real life. This is a video game, dumbass. It's supposed to be fair competition. I've been playing with a militia heavy and basic AR/CR and can honestly say even at militia it seems like it takes way less effort and strategy to play as than anything else. How is that fair when your opponent has to try harder, and invest more SP to match you? I'm building up a nice collage of pictures of my scores, too. If you can't play as a heavy, you literally suck at life. Post is irrelevant. Comparing RL to a sci-fi video game is irrelevant Playing with an AR/CR on a heavy frame is NOT the same as playing with an HMG. Side note - calling someone names in an argument can be an effective way of diverting attention from the lack of substance in one's statements... but not on this occasion. Calling something irrelevent does not actually make it irrrelevent. Calling some one a dumbass when they are being stupid does not mean you are trying to distract people - it means you are calling a person stupid. Quit being paranoid and calling out nonsensical accusations. It is a fair comparison. If the weapon is too destructive, it doesn't get used. Believe it or not, situations in video games can mimic real life. Not that hard to believe. The heavy itself is OP in that it simply has -too- much more power than other frames. Doesn't matter what weapon you use, it has too mich more of an advantage in a fight, caught off guard or not. "Heavy has too much power. Caught off guard or not" You being bad at the game doesn't mean Heavy is OP. |
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