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Monkey MAC
Rough Riders..
2190
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Posted - 2014.03.14 09:22:00 -
[91] - Quote
Reav Hannari wrote:Heavies won't be so easily eaten by mass drivers with their resistance to splash damage.
280 Direct Damage Per Shot on the Standard, 300+ on the breach, heaviies wont be a problem. ALSO Shotguns.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1030
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Posted - 2014.03.14 09:29:00 -
[92] - Quote
LEHON Xeon wrote:
~SNIP~
TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor
2. Simple numerics combined with new bonuses means in an equal situation and even a slight disadvantage, light weapon heavies will prevail every single time against scout and medium suits.
3. If heavies only functioned optimally at CQC - lower mid ranges (like they are designed to) none of these issues would even present a problem.
4. I feel that one bonus or the other should have been used for heavies. Either they gain a resistance to certain weapon types based upon race, OR resistance to explosives. Getting both at once I feel leads to a huge discrepancy for other suit users, heavies will reign supreme, particularly light weapon sentinels."
You know we never had these issues back in the chromosome build. Speed was not just an accessory to a merc, it could actively be used as a method of defence.
AA / Bullet magnetism / Sloth slow down making this game worse than it needs to be again? Just saying.
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Sinboto Simmons
SVER True Blood General Tso's Alliance
5081
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Posted - 2014.03.14 09:38:00 -
[93] - Quote
CommanderBolt wrote:LEHON Xeon wrote:
~SNIP~
TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor
2. Simple numerics combined with new bonuses means in an equal situation and even a slight disadvantage, light weapon heavies will prevail every single time against scout and medium suits.
3. If heavies only functioned optimally at CQC - lower mid ranges (like they are designed to) none of these issues would even present a problem.
4. I feel that one bonus or the other should have been used for heavies. Either they gain a resistance to certain weapon types based upon race, OR resistance to explosives. Getting both at once I feel leads to a huge discrepancy for other suit users, heavies will reign supreme, particularly light weapon sentinels."
You know we never had these issues back in the chromosome build. Speed was not just an accessory to a merc, it could actively be used as a method of defence. AA / Bullet magnetism / Sloth slow down making this game worse than it needs to be again? Just saying. Not to mention the whole 'tun speed flattening' they did a while ago. (BS)
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1031
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Posted - 2014.03.14 09:43:00 -
[94] - Quote
Sinboto Simmons wrote:CommanderBolt wrote:LEHON Xeon wrote:
~SNIP~
TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor
2. Simple numerics combined with new bonuses means in an equal situation and even a slight disadvantage, light weapon heavies will prevail every single time against scout and medium suits.
3. If heavies only functioned optimally at CQC - lower mid ranges (like they are designed to) none of these issues would even present a problem.
4. I feel that one bonus or the other should have been used for heavies. Either they gain a resistance to certain weapon types based upon race, OR resistance to explosives. Getting both at once I feel leads to a huge discrepancy for other suit users, heavies will reign supreme, particularly light weapon sentinels."
You know we never had these issues back in the chromosome build. Speed was not just an accessory to a merc, it could actively be used as a method of defence. AA / Bullet magnetism / Sloth slow down making this game worse than it needs to be again? Just saying. Not to mention the whole 'tun speed flattening' they did a while ago. (BS)
Yea. While I do see what CCP was trying to achieve, the turn speed possible with a HMG certainly hurt shotgun scouts for sure.
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Korvin Lomont
United Pwnage Service RISE of LEGION
729
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Posted - 2014.03.14 09:43:00 -
[95] - Quote
Monkey MAC wrote:Reav Hannari wrote:Heavies won't be so easily eaten by mass drivers with their resistance to splash damage. 280 Direct Damage Per Shot on the Standard, 300+ on the breach, heaviies wont be a problem. ALSO Shotguns.
with 300 damage how many shots does it take to bring a heavy down and how long would it take? The MD may work if you have a better position aka roof camping . But regarding the SG this weapon will be useless against all but the crappiest sentinels.
currently a std SG will need 3 shots to bring down a fully specced heavy without any modules. If you consider that you need to get close to the Sentinel I would assume that most will simply turn around to kill you with your SG once fired your first shot.
In 1.8 things will be worse there will be sentinels with resistance to hybrid plasma damage and the SG will get a nerf as the RoF increase will be changed to more shield damage. |
Mad Syringe
ReDust Inc.
188
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Posted - 2014.03.14 09:58:00 -
[96] - Quote
The heavy needs to be the toughest suit to bring down! 1.8 will bring it where it belongs!
The only problem is the use of light weapons on sentinels! Nerf those weapons on sentinel suits, problem solved.
If a node is camped with heavies, explosives will still be the key, you need to bring nades hives and massdrivers to flush them out. I only see a problem in domination matches with covered nodes (in buildings), in all other cases you have enough possibillities to kill those heavies at range.
But seriously sentinels need a light weapon nerf, say 10% less effectiveness with light weapons and all is good. |
steadyhand amarr
TeamPlayers Negative-Feedback
2570
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Posted - 2014.03.14 10:33:00 -
[97] - Quote
Oh man closed beta peeps are going to eat you guys alive this whole thread is a live example on how most of you just cant think outside the box...or well form any plan other than charge the enemy
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Mad Syringe
ReDust Inc.
189
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Posted - 2014.03.14 10:36:00 -
[98] - Quote
steadyhand amarr wrote:Oh man closed beta peeps are going to eat you guys alive this whole thread is a live example on how most of you just cant think outside the box...or well form any plan other than charge the enemy
+1
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General12912
Gallente Marine Corps
113
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Posted - 2014.03.14 10:46:00 -
[99] - Quote
Gavr1Io Pr1nc1p wrote:Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. 1. This just disproves your point, and what does range matter if you have an invincible vehicle to drive you around every time you need to get somewhere? 2. GǪGǪyou just pointed out why the heavy/HMG combo will be even more OP in 1.8 3. Yeah those OP non aim assisted weapons that you have a paltry 25% resistance to They beat out rifles, they beat out knives, they beat out mass drivers, they beat out PLC's, they beat out shotguns. AKA balanced
LOL the shotlgun is still an effective weapon against thsm, in the right suit (Scout) and in the right hands. just seak up behind them and as they turn, keep moving the direction they are and you will stay behind them. add shooting at them to this equation and TA-DA! you have made a heavy eat the dust!
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Korvin Lomont
United Pwnage Service RISE of LEGION
730
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Posted - 2014.03.14 10:58:00 -
[100] - Quote
General12912 wrote:Gavr1Io Pr1nc1p wrote:Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. 1. This just disproves your point, and what does range matter if you have an invincible vehicle to drive you around every time you need to get somewhere? 2. GǪGǪyou just pointed out why the heavy/HMG combo will be even more OP in 1.8 3. Yeah those OP non aim assisted weapons that you have a paltry 25% resistance to They beat out rifles, they beat out knives, they beat out mass drivers, they beat out PLC's, they beat out shotguns. AKA balanced LOL the shotlgun is still an effective weapon against thsm, in the right suit (Scout) and in the right hands. just seak up behind them and as they turn, keep moving the direction they are and you will stay behind them. add shooting at them to this equation and TA-DA! you have made a heavy eat the dust!
Really the only times I ever get beaten by a SG in my current heavy was because I was either distracted and reacted too late or the other guy was simply a better player...in both cases I deserved to die. But there were sooo many situation where smart scouts outplayed me and simply died as they could not kill me fast enough. Withe the removal of the turn speed limit the Heavy can turn fast enough to keep up with most scout players....
AND the SG gets a nerf as well as proficiency changes from RoF boost to shield damage boost sooo a heavy will have even more time to kill you. |
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1460
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Posted - 2014.03.15 16:16:00 -
[101] - Quote
Korvin Lomont wrote:General12912 wrote:Gavr1Io Pr1nc1p wrote:Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. 1. This just disproves your point, and what does range matter if you have an invincible vehicle to drive you around every time you need to get somewhere? 2. GǪGǪyou just pointed out why the heavy/HMG combo will be even more OP in 1.8 3. Yeah those OP non aim assisted weapons that you have a paltry 25% resistance to They beat out rifles, they beat out knives, they beat out mass drivers, they beat out PLC's, they beat out shotguns. AKA balanced LOL the shotlgun is still an effective weapon against thsm, in the right suit (Scout) and in the right hands. just seak up behind them and as they turn, keep moving the direction they are and you will stay behind them. add shooting at them to this equation and TA-DA! you have made a heavy eat the dust! Really the only times I ever get beaten by a SG in my current heavy was because I was either distracted and reacted too late or the other guy was simply a better player...in both cases I deserved to die. But there were sooo many situation where smart scouts outplayed me and simply died as they could not kill me fast enough. Withe the removal of the turn speed limit the Heavy can turn fast enough to keep up with most scout players.... AND the SG gets a nerf as well as proficiency changes from RoF boost to shield damage boost sooo a heavy will have even more time to kill you.
A few points.
Actually, the Shotgun getting a bonus to Shield Damage will even out the loss of RoF, if not be better. It would nullify the Caldari Heavy's Blaster resistance, and tear through the other race's shields.
Also, fighting a Heavy while distracted is one of the best tactics you can use. Try it out some time, it is invaluable here and in other games, like TF2.
Lastly, they never removed the turn speed limit. They just raised the Heavy to be on par with the Medium, while Lights still have an advantage. Pre-Buff, the Heavy could barely keep up with a Medium suit in CQC, when CQC is supposed to be the Heavy's domain. Finally
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Joel II X
Dah Gods O Bacon
1655
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Posted - 2014.03.15 17:04:00 -
[102] - Quote
If HMG is keeping the 1 sec TTK and the other weapons are getting nerfed, I can see why people complain.
As a shotty scout user, I know it won't affect me much, but just letting you guys know why people think it's OP. |
Tyjus Vacca
Valor Coalition
206
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Posted - 2014.03.15 17:50:00 -
[103] - Quote
Gavr1Io Pr1nc1p wrote:Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. 1. This just disproves your point, and what does range matter if you have an invincible vehicle to drive you around every time you need to get somewhere? 2. GǪGǪyou just pointed out why the heavy/HMG combo will be even more OP in 1.8 3. Yeah those OP non aim assisted weapons that you have a paltry 25% resistance to They beat out rifles, they beat out knives, they beat out mass drivers, they beat out PLC's, they beat out shotguns. AKA balanced
maybe std knives but you pull out some proto and adv knives you can carve yourself a proto heavy right thru those resistances
scout suit 300 > ehp : G£ö
cal fw "terrible blueberries" : G£ö
stacked red team : G£ö
"still too easy - knives only"
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PLAYSTTION
GamersForChrist
69
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Posted - 2014.03.15 18:26:00 -
[104] - Quote
Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. Assault scrambler isn't either
-Open Beta Vet-15.5 mil sp-
Laser+Flaylock
Dust 514 recruitment link here
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Gavr1Io Pr1nc1p
72
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Posted - 2014.03.15 18:58:00 -
[105] - Quote
Zero Harpuia wrote:Korvin Lomont wrote:General12912 wrote:Gavr1Io Pr1nc1p wrote:Zero Harpuia wrote:The HMG is the only automatic weapon not to be nerfed in 1.8. We all know this because people won't shut the hell up about it. So why is it NOT going to be OP?
1. The RIFLES (and SMG) are all that are getting nerfed. Small 'caliber' weapons. And they still have much better range than the HMG 2. The HMG is ALSO getting nerfed. ALL Damage Modifiers are nerfed, including Heavy ones. 3. Non-Hitscan weapons are getting BUFFED. A revving Heavy will get eaten by a Mass Driver or Laser Rifle.
Its a sensitive balance. HMGs are the king of close quarters automatic weapons. They beat Rifles, but special weapons beat them HARD. A Heavy cannot feasably get away from a Laser or MD. Think outside the Rifle box people. 1. This just disproves your point, and what does range matter if you have an invincible vehicle to drive you around every time you need to get somewhere? 2. GǪGǪyou just pointed out why the heavy/HMG combo will be even more OP in 1.8 3. Yeah those OP non aim assisted weapons that you have a paltry 25% resistance to They beat out rifles, they beat out knives, they beat out mass drivers, they beat out PLC's, they beat out shotguns. AKA balanced LOL the shotlgun is still an effective weapon against thsm, in the right suit (Scout) and in the right hands. just seak up behind them and as they turn, keep moving the direction they are and you will stay behind them. add shooting at them to this equation and TA-DA! you have made a heavy eat the dust! Really the only times I ever get beaten by a SG in my current heavy was because I was either distracted and reacted too late or the other guy was simply a better player...in both cases I deserved to die. But there were sooo many situation where smart scouts outplayed me and simply died as they could not kill me fast enough. Withe the removal of the turn speed limit the Heavy can turn fast enough to keep up with most scout players.... AND the SG gets a nerf as well as proficiency changes from RoF boost to shield damage boost sooo a heavy will have even more time to kill you. A few points. Actually, the Shotgun getting a bonus to Shield Damage will even out the loss of RoF, if not be better. It would nullify the Caldari Heavy's Blaster resistance, and tear through the other race's shields. Also, fighting a Heavy while distracted is one of the best tactics you can use. Try it out some time, it is invaluable here and in other games, like TF2. Lastly, they never removed the turn speed limit. They just raised the Heavy to be on par with the Medium, while Lights still have an advantage. Pre-Buff, the Heavy could barely keep up with a Medium suit in CQC, when CQC is supposed to be the Heavy's domain. Finally if you think the proficiency change is a buff, you obviously have never used a shotgun scout
Kills-Archduke Ferdinand
Balance!
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bamboo x
Eternal Beings Proficiency V.
229
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Posted - 2014.03.15 19:14:00 -
[106] - Quote
The only thing a laser rifle user is going to be beating hard is his own **** when I turn my HMG on him and kill him, even at range.
Amarr Sentinels won't be afraid of anything but RR, RE, MD, knives and maybe shotguns.
hackable ladders ftw
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