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Korvin Lomont
United Pwnage Service RISE of LEGION
755
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Posted - 2014.03.18 00:21:00 -
[61] - Quote
Azri Sarum wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. You're not. I also think that the balance for heavies is in a fairly good place right now. Not perfect, but close. There are two changes in 1.8 that will directly affect this balance. Rifle nerfs, but no hmg nerf. This increases the hmg's relative power by ~(10% - 15%) Heavy Resistances. 25% reduction to splash damage and additional 10-15% damage resistances vs specific weapon types. This will make heavies tankier. Individually neither change seems to much, but I am worried that this will be a classic case of CCP nerfing and buffing simultaneously to produce a larger than intended result. Some of this might be mitigated by the potential assault role 10% rof bonus we saw on sisi, but that has not been confirmed yet afaik. So im worried. I really do not what to see 1.8 do to heavies what 1.7 did to tanks.
The assaults rof bonus has gone for now, thanks to all the whining: oh this is op, oh I lost my heat reduction and rof doesn't benefit my SCR etc...
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jerrmy12 kahoalii
526
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Posted - 2014.03.18 00:23:00 -
[62] - Quote
DeadlyAztec11 wrote:Yeah, the HMG should be nerfed 5%, damage wise. It needs ita rof buff gone
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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Chunky Munkey
Amarr Templars Amarr Empire
3528
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Posted - 2014.03.18 01:17:00 -
[63] - Quote
Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern.
The idea that the SMG needed a nerf, but its bigger brother didn't is bizarre.
No.
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neausea 1987
R 0 N 1 N
64
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Posted - 2014.03.18 02:29:00 -
[64] - Quote
hey do me a favor go to an army base or to someone who owns a ( gatling,vulcan,chaingun,ect) and tell me what ttk has to do with it. i mean you cant nerf the death machine bruh, and im a scout. it might suck but there is always a way around it.
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ throws remote explosive and runs to the flank, the RE" was just a decoy
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Tectonic Fusion
1257
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Posted - 2014.03.18 02:30:00 -
[65] - Quote
DeadlyAztec11 wrote:Yeah, the HMG should be nerfed 5%, damage wise. You got 1 like WTF? When I said that everybody raged at me.
Solo Player
Squad status: Locked
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The Terminator T-1000
Skynet Incorporated
200
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Posted - 2014.03.18 02:36:00 -
[66] - Quote
if something outperforms the HMG in CQC then there is a problem. Stop whining already! |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
328
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Posted - 2014.03.18 03:41:00 -
[67] - Quote
Mad Syringe wrote:If you look into the barrels of an HMG, you're supposed to die... It will finally be as it's supposed.
If you want to get that heavie on the node, engage from a distance if possible, and for those CQC situations, grenades will still help, you just need some hives. Massdrivers will see a comeback for those situations. But mostly, CQC is heavy and sneaky scout territory.
But there are enough places on the maps where mediums will still be the suits to use.
That argument doesn't hold up anymore because around half of the heavies i see now are all running light weapons. There is no "engage these suits outside of their range" any longer.
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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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
328
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Posted - 2014.03.18 03:47:00 -
[68] - Quote
Aeon Amadi wrote:Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him... Oh god another "will need teamwork to take down" argument. Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance. It needs counters. Not -counter-. Plural. Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering.
This is my great concern for 1.8 as well. You get multiple people in sentinel suits camping a primary objective (the pivotal point in skirmish or the sole objective in Dom) and no one is going to be getting in there in any reasonable time because of all the stupid high resistance buffs. Grenade damage is automatically nerfed, if they use all Amarr and Gallente heavies, all RR and CR damage is automatically nerfed, and so are indirect mass driver rounds. You get 4 or 5 of these guys, all in the same suit with most using CRs and RRs, it's going to make for a really ugly time.
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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xxwhitedevilxx M
Maphia Clan Corporation
1899
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Posted - 2014.03.18 03:48:00 -
[69] - Quote
I'll post it again in this thread:
Heavy in a Ion Blaster Madrugar.
>Bastard I : "Cce me ne... futt! XD"
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Rusty Shallows
1142
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Posted - 2014.03.18 03:48:00 -
[70] - Quote
Tectonic Fusion wrote:DeadlyAztec11 wrote:Yeah, the HMG should be nerfed 5%, damage wise. You got 1 like WTF? When I said that everybody raged at me. We all love DeadlyAtec11 no matter what he says.
Here, have some candy and a Like. :-)
Forums > Game
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TunRa
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
519
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Posted - 2014.03.18 03:50:00 -
[71] - Quote
LEHON Xeon wrote:Aeon Amadi wrote:Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him... Oh god another "will need teamwork to take down" argument. Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance. It needs counters. Not -counter-. Plural. Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering. This is my great concern for 1.8 as well. You get multiple people in sentinel suits camping a primary objective (the pivotal point in skirmish or the sole objective in Dom) and no one is going to be getting in there in any reasonable time because of all the stupid high resistance buffs. Grenade damage is automatically nerfed, if they use all Amarr and Gallente heavies, all RR and CR damage is automatically nerfed, and so are indirect mass driver rounds. You get 4 or 5 of these guys, all in the same suit with most using CRs and RRs, it's going to make for a really ugly time. Focus fire maybe? Take down 1 sentinel at a time, not just have a team of 16 shoot everywhere.
Thanks CCP Foxfour
Likes received: 514
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
328
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Posted - 2014.03.18 03:58:00 -
[72] - Quote
I guess it's time to bring in the math I did again from an earlier posting since people still think there's going to be absolutely nothing wrong with these new sentinel suits. For everyone who has already seen this, sorry for the repeat, but it seems some people still don't get it.
"Here's my issue with these new heavies. First of all, like some other guys said in here already, HMG is taking no nerfs at all. That may eventually cause a problem a long the lines with being able to get into and take over objectives in skirmishes. Get a couple heavies camping a letter (particularly in a dom) and you aren't going to be getting in there any time soon most likely without some sort of vehicle or a ton of people. HMGs already cut down people pretty good the way it is. You can have a TTK increase all you want, it still will equal out in the end back to what we have now, but this isn't the main problem. The main problem with HMGs currently is that slowdown or "sloth" effect when hit by continuous streams of bullets, completely stopping any player's ability to get behind cover once they get fired upon by an HMG.
Second, we're all taking a grenade nerf, both actively through a reduction in the number we can carry and also subtly through heavy explosive resistances. I like to use core nades at times. They especially are helpful when you have heavies that spawn in around an objective you're hacking and try to get the jump on you. Bring down their shields with a CR or ScR while jumping around while cooking a core nade, toss that sucker and a lot of times you can then finish them off. No longer possible with the explosive resistances. I'll just use the base damage for a rough estimate, take 25% off of 600 and you're already down to 450. You get a sentinel that is using brick tank with around 1200 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. Then if we look at the Gallente sentinel with a comparable armor HP level, we find that he will be able to resist at least one RE. If the RE was placed merely to guard an objective against hacking, that Gallente sentinel can absorb the RE blast (if he has full shields possibly more than one RE even), hack the objective and then automatically start repping from his passive armor repair. Yes these bonuses may be small, but if no one can get back to that objective immediately, he can simply camp it, while his passive armor repair (even though it is only 1 hp/sec and very small) would let him hold that area combined with his shield reserves until a logi or someone with a rep tool or hive arrived. Even if he had to "hold out" briefly, within around 5 minutes his entire base suit armor level would be almost fully repaired.
Lastly we have the resistance bonuses. I'll use Gallente and Amarr as those have the rail/projectile resistance. For any engagements at any range, most people are going to be still using RR or CR as an armor counter weapon (although we'll see somewhat of a return of MD I'm sure). If people using these Amarr/Gallente sentinels hold true to the heavy idea and use HMGs, then this whole ordeal will not even be an issue, however as this last event has shown, we now have plenty of scrubs that use sentinel fatsuits with RR. Taking this resistance bonus into account, that's 10 to 15% for projectile and rail weapons. This means that any medium suit, even a tanked logi suit with RR with the max out of around 1000 eHP still will fail miserably in a standard engagement with a sentinel suit. It's plain mathematics. If they notice each other at around the same time (fighting even at the longest optimal range available), or even if the logi suit gets a slight jump on the Amarr sentinel from a flank, he is still going to loose. 1000 eHP is not going to outdo around 2000 eHP. It's as simple as that. That is just from what we have now already pre 1.8 Now you factor in that extra 10 or 15% resistance and that Amarr or Gallente sentinel will trump that logi or other medium suit every single time. Like the OP said above, that 15% makes for an extra 210 more HP. Does not seem like much, but when we are dealing with these high of numbers, that is a ton. That sentinel will be afforded at least an extra few seconds (with the new reduced TTK) due to that bonus while the other medium suits have none.
If these new heavies were only to use HMGs, forges, or sidearms, then I could easily buy into the argument that they aren't overpowered as the argument of "well fight them from outside of their optimal and you'll have no trouble" would be true. However, I know full well, with these new bonuses, light weapon heavies, particularly the RR heavies will become even more prevalent than they are now and it will be much worse than currently.
TL;DR
1.Heavy resistances to explosives will cause huge problems when using REs and grenades to counter their armor
2. Simple numerics combined with new bonuses means in an equal situation and even a slight disadvantage, light weapon heavies will prevail every single time against scout and medium suits.
3. If heavies only functioned optimally at CQC - lower mid ranges (like they are designed to) none of these issues would even present a problem.
4. I feel that one bonus or the other should have been used for heavies. Either they gain a resistance to certain weapon types based upon race, OR resistance to explosives. Getting both at once I feel leads to a huge discrepancy for other suit users, heavies will reign supreme, particularly light weapon sentinels."
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5257
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Posted - 2014.03.18 06:05:00 -
[73] - Quote
neausea 1987 wrote:hey do me a favor go to an army base or to someone who owns a ( gatling,vulcan,chaingun,ect) and tell me what ttk has to do with it. i mean you cant nerf the death machine bruh, and im a scout. it might suck but there is always a way around it.
Please don't insult my intelligence using real-life examples in a game. This isn't Arma or Project Reality - this is a video game based on science fiction super soldiers designed to take as much punishment as they can dish out. kthnxbai
On a side note - I just want to inform everyone that I will probably be going Sentinel/Commando and I -will- be using an LAV as my primary form of mobility solely to demonstrate how even a player with terrible gun game can still face-roll by circumventing obvious short-comings.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
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Vell0cet
SVER True Blood General Tso's Alliance
1106
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Posted - 2014.03.18 06:29:00 -
[74] - Quote
If scouts are unable to keep heavies in check the first adjustment should be nerfing their turn speeds. The HMG should be a beast up close, but be countered by range. The other big concern is the heavy in the LAV. This could be addressed by making AV 'nades a viable counter.
Best PvE idea ever!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5257
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Posted - 2014.03.18 06:54:00 -
[75] - Quote
Vell0cet wrote:If scouts are unable to keep heavies in check the first adjustment should be nerfing their turn speeds. The HMG should be a beast up close, but be countered by range. The other big concern is the heavy in the LAV. This could be addressed by making AV 'nades a viable counter.
Or introduce the much needed enter/exit animations...
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Vell0cet
SVER True Blood General Tso's Alliance
1108
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Posted - 2014.03.18 07:39:00 -
[76] - Quote
Aeon Amadi wrote:Vell0cet wrote:If scouts are unable to keep heavies in check the first adjustment should be nerfing their turn speeds. The HMG should be a beast up close, but be countered by range. The other big concern is the heavy in the LAV. This could be addressed by making AV 'nades a viable counter. Or introduce the much needed enter/exit animations... Yes good point. Both would be a good idea IMO.
Best PvE idea ever!
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Korvin Lomont
United Pwnage Service RISE of LEGION
756
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Posted - 2014.03.18 08:56:00 -
[77] - Quote
TunRa wrote:LEHON Xeon wrote:Aeon Amadi wrote:Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him... Oh god another "will need teamwork to take down" argument. Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance. It needs counters. Not -counter-. Plural. Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering. This is my great concern for 1.8 as well. You get multiple people in sentinel suits camping a primary objective (the pivotal point in skirmish or the sole objective in Dom) and no one is going to be getting in there in any reasonable time because of all the stupid high resistance buffs. Grenade damage is automatically nerfed, if they use all Amarr and Gallente heavies, all RR and CR damage is automatically nerfed, and so are indirect mass driver rounds. You get 4 or 5 of these guys, all in the same suit with most using CRs and RRs, it's going to make for a really ugly time. Focus fire maybe? Take down 1 sentinel at a time, not just have a team of 16 shoot everywhere.
How would you counter 16 heavies? |
jerrmy12 kahoalii
539
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Posted - 2014.03.18 09:00:00 -
[78] - Quote
TunRa wrote:LEHON Xeon wrote:Aeon Amadi wrote:Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him... Oh god another "will need teamwork to take down" argument. Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance. It needs counters. Not -counter-. Plural. Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering. This is my great concern for 1.8 as well. You get multiple people in sentinel suits camping a primary objective (the pivotal point in skirmish or the sole objective in Dom) and no one is going to be getting in there in any reasonable time because of all the stupid high resistance buffs. Grenade damage is automatically nerfed, if they use all Amarr and Gallente heavies, all RR and CR damage is automatically nerfed, and so are indirect mass driver rounds. You get 4 or 5 of these guys, all in the same suit with most using CRs and RRs, it's going to make for a really ugly time. Focus fire maybe? Take down 1 sentinel at a time, not just have a team of 16 shoot everywhere.
How would you counter 16 heavies? [/quote] Just like the 16 tanjs problem You cant.
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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I-Shayz-I
I-----I
2546
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Posted - 2014.03.18 09:00:00 -
[79] - Quote
Damage mods are still getting nerfed. And proficiency. You seriously can't do anything with just a HMG.
I want to say 99% of heavies use damage mods.
Shouldn't be that bad.
Links:
List of Most Important Threads
I make logistics videos!
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jerrmy12 kahoalii
539
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Posted - 2014.03.18 09:05:00 -
[80] - Quote
I-Shayz-I wrote:Damage mods are still getting nerfed. And proficiency. You seriously can't do anything with just a HMG.
I want to say 99% of heavies use damage mods.
Shouldn't be that bad. I never use damage mods yet I instakill
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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Korvin Lomont
United Pwnage Service RISE of LEGION
757
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Posted - 2014.03.18 09:09:00 -
[81] - Quote
I-Shayz-I wrote:Damage mods are still getting nerfed. And proficiency. You seriously can't do anything with just a HMG.
I want to say 99% of heavies use damage mods.
Shouldn't be that bad.
Thanks to the berf of all Rifles the HMG gets an unnerfed damage mod build in (in relation to the HMG's counter). With a DPS of 600 on a std HMG it will have more DPS than any full automatic weapon. The only Rifle that still can compete is the SCR (in terms of DPS). Heavies won't need damage mods and shield extenders will serve them just as well if not more with the lowered TTK.
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Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
48
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Posted - 2014.03.18 09:25:00 -
[82] - Quote
I think we should just wait and see - after all, what choice do you have?
HMG's are fine as they are, I agree it will be a little concerning that everything is getting a nerf but isn't that the point? to make heavies better, TTK increased and more interesting battles as a result.
I agree that heavies should own in CQC, and it should remain that way, with the range limitations of the HMG, if they don't have that, they'd be back to where they were after uprising..
I can haz all your Officer Heavy weapons?
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Rums McCuUladh
The Rainbow Effect Negative-Feedback
103
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Posted - 2014.03.18 09:27:00 -
[83] - Quote
Heavies and light weapons... Nerf their ability to use the weapons effectively. Problem solved for FOTM heavy scrubs!
Heavies w/HMG need a role and it is CQC king, no they shouldn't 'auto win' in CQC but they should in a 1v1 if both players are equally skilled and it is a straight up shoot out. Why you might ask? Because we suck in every other situation. Mini Heavies are an exception to this but that is due to their increased speed and therefore more versatile role, the Gal assault can be seen in the same light, they are more versatile than a Heavy. It would make no sense for the Gal Assault to equal the Heavies CQC ability in certain situations AND still have better speed and equipment.
With the nerfs to all other light weapons the HMG should get a reduced range, still king of CQC but really limiting them to only this role which makes the Heavy very situational since the majority of Public maps are large open ground areas. Yes they usually have a compound but quite often it is off to the side with no focus of action going on there. For the true Heavies ,who have spent the vast majority of their SP on the Heavy w HMG/Forge set up, this is really frustrating to have your class made redundant if you decide to stay true with its original intent.
Referring to the problem with not being able to kill Heavies with one RE.... use 2, that is why you have multiple. Also if a Heavy is hit by an RE and survives + given 5 minutes to rep with without being shot after capturing the point then that means you set up a really bad defense, it doesn't mean the Heavy is OP. Don't forget Heavies are also getting the Grenade nerf, add that to having no equipment slots means with out regular resupply from teammates Heavies can't effectively clear out areas of RE's and other equipment like every other suit can.
FYI I'm a long time Heavy w/HMG only vet (only scrubs use RR anyways... Regarless of suit ), we've been screwed by CCP long before any assault / light weapon user was and it is nice to see CCP has finally given us some love after many month AR514/Assault514/Logi514 etc but I agree CCP has shown us a bit too much love with 1.8 but this means balancing things not just the lazy way of outright nerfing, look how that turned out for the MD. Too many people don't bother thinking of how to solve a problem and instead just want to make it go away. This mentality is why after so long playing this game we are still dealing with such basic problems.
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Chibi Andy
Forsaken Immortals Top Men.
1074
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Posted - 2014.03.18 11:40:00 -
[84] - Quote
Rums McCuUladh wrote:Heavies and light weapons... Nerf their ability to use the weapons effectively. Problem solved for FOTM heavy scrubs! Heavies w/HMG need a role and it is CQC king, no they shouldn't 'auto win' in CQC but they should in a 1v1 if both players are equally skilled and it is a straight up shoot out. Why you might ask? Because we suck in every other situation. Mini Heavies are an exception to this but that is due to their increased speed and therefore more versatile role, the Gal assault can be seen in the same light, they are more versatile than a Heavy. It would make no sense for the Gal Assault to equal the Heavies CQC ability in certain situations AND still have better speed and equipment. With the nerfs to all other light weapons the HMG should get a reduced range, still king of CQC but really limiting them to only this role which makes the Heavy very situational since the majority of Public maps are large open ground areas. Yes they usually have a compound but quite often it is off to the side with no focus of action going on there. For the true Heavies ,who have spent the vast majority of their SP on the Heavy w HMG/Forge set up, this is really frustrating to have your class made redundant if you decide to stay true with its original intent. Referring to the problem with not being able to kill Heavies with one RE.... use 2, that is why you have multiple. Also if a Heavy is hit by an RE and survives + given 5 minutes to rep with without being shot after capturing the point then that means you set up a really bad defense, it doesn't mean the Heavy is OP. Don't forget Heavies are also getting the Grenade nerf, add that to having no equipment slots means with out regular resupply from teammates Heavies can't effectively clear out areas of RE's and other equipment like every other suit can. FYI I'm a long time Heavy w/HMG only vet (only scrubs use RR anyways... Regarless of suit ), we've been screwed by CCP long before any assault / light weapon user was and it is nice to see CCP has finally given us some love after many month AR514/Assault514/Logi514 etc but I agree CCP has shown us a bit too much love with 1.8 but this means balancing things not just the lazy way of outright nerfing, look how that turned out for the MD. Too many people don't bother thinking of how to solve a problem and instead just want to make it go away. This mentality is why after so long playing this game we are still dealing with such basic problems.
long ass wall of white text
but us heavies all know that the reason people want our HMG nerfed is so that they can beat us 1vs1, they don't like the fact that our HMG can win in CQC and so wants the dmg nerfed. pretty much the usual pattern, medium frame users keep getting killed by X weapon and so they all band up together wanting the nerf hammer on X weapon.
YOU HAVE BEEN SCANNED!!!
sç+a¦át¢èa¦á)sç+
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5264
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Posted - 2014.03.18 12:54:00 -
[85] - Quote
Rums McCuUladh wrote:Because we suck in every other situation.
Save for AV, in which the Sentinel shines where all others fall dramatically short.
Chibi Andy wrote:long ass wall of white text but us heavies all know that the reason people want our HMG nerfed is so that they can beat us 1vs1, they don't like the fact that our HMG can win in CQC and so wants the dmg nerfed. pretty much the usual pattern, medium frame users keep getting killed by X weapon and so they all band up together wanting the nerf hammer on X weapon.
If you want to believe that that's the way it is, be my guest. Whatever helps you sleep at night.
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Chibi Andy
Forsaken Immortals Top Men.
1075
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Posted - 2014.03.18 13:02:00 -
[86] - Quote
Aeon Amadi wrote:
If you want to believe that that's the way it is, be my guest. Whatever helps you sleep at night.
just saying what im seeing at the moment, and it seems like this is the trend. but hey we all have our differences, you're for the nerf and us heavies are against the nerf. only CCP can decide whether they want to nerf it or not.
YOU HAVE BEEN SCANNED!!!
sç+a¦át¢èa¦á)sç+
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5265
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Posted - 2014.03.18 13:05:00 -
[87] - Quote
Chibi Andy wrote:Aeon Amadi wrote:
If you want to believe that that's the way it is, be my guest. Whatever helps you sleep at night.
just saying what im seeing at the moment, and it seems like this is the trend. but hey we all have our differences, you're for the nerf and us heavies are against the nerf. only CCP can decide whether they want to nerf it or not.
Thank you for assuming what I'm for. I'll be sure to go to you the next time I've a concern over an analytical stand-point that I'm indecisive about. You can be my adviser for such things. Specifically, those things. Now, away with you - I've other matters to attend to that do not require your expertise
Useful Links
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Atiim
Living Like Larry Schwag
5842
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Posted - 2014.03.18 13:09:00 -
[88] - Quote
Kekklian Noobatronic wrote:Tell someone it should take multiple people to take down a single person in a tank, and everyone losses their minds.
Tell someone they should lose to a single heavy within 20m, and everyone loses their minds. Fixed.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Oxskull Duncarino
0uter.Heaven
495
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Posted - 2014.03.18 13:15:00 -
[89] - Quote
Atiim wrote:Kekklian Noobatronic wrote:Tell someone it should take multiple people to take down a single person in a tank, and everyone losses their minds.
Tell someone they should lose to a single heavy within 20m, and everyone loses their minds. Fixed. Lol. Poor auld Kekklian mustn't have been following the forums to much.
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Zahle Undt
Bullet Cluster Legacy Rising
982
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Posted - 2014.03.18 13:32:00 -
[90] - Quote
Chibi Andy wrote:Rums McCuUladh wrote:Heavies and light weapons... Nerf their ability to use the weapons effectively. Problem solved for FOTM heavy scrubs! Heavies w/HMG need a role and it is CQC king, no they shouldn't 'auto win' in CQC but they should in a 1v1 if both players are equally skilled and it is a straight up shoot out. Why you might ask? Because we suck in every other situation. Mini Heavies are an exception to this but that is due to their increased speed and therefore more versatile role, the Gal assault can be seen in the same light, they are more versatile than a Heavy. It would make no sense for the Gal Assault to equal the Heavies CQC ability in certain situations AND still have better speed and equipment. With the nerfs to all other light weapons the HMG should get a reduced range, still king of CQC but really limiting them to only this role which makes the Heavy very situational since the majority of Public maps are large open ground areas. Yes they usually have a compound but quite often it is off to the side with no focus of action going on there. For the true Heavies ,who have spent the vast majority of their SP on the Heavy w HMG/Forge set up, this is really frustrating to have your class made redundant if you decide to stay true with its original intent. Referring to the problem with not being able to kill Heavies with one RE.... use 2, that is why you have multiple. Also if a Heavy is hit by an RE and survives + given 5 minutes to rep with without being shot after capturing the point then that means you set up a really bad defense, it doesn't mean the Heavy is OP. Don't forget Heavies are also getting the Grenade nerf, add that to having no equipment slots means with out regular resupply from teammates Heavies can't effectively clear out areas of RE's and other equipment like every other suit can. FYI I'm a long time Heavy w/HMG only vet (only scrubs use RR anyways... Regarless of suit ), we've been screwed by CCP long before any assault / light weapon user was and it is nice to see CCP has finally given us some love after many month AR514/Assault514/Logi514 etc but I agree CCP has shown us a bit too much love with 1.8 but this means balancing things not just the lazy way of outright nerfing, look how that turned out for the MD. Too many people don't bother thinking of how to solve a problem and instead just want to make it go away. This mentality is why after so long playing this game we are still dealing with such basic problems. long ass wall of white text but us heavies all know that the reason people want our HMG nerfed is so that they can beat us 1vs1, they don't like the fact that our HMG can win in CQC and so wants the dmg nerfed. pretty much the usual pattern, medium frame users keep getting killed by X weapon and so they all band up together wanting the nerf hammer on X weapon.
Why shouldn't a heavy be able to be bested in 1 v 1? You're in a dropsuit I'm in a drop suit. You're proto suit costs just over 57,000 ISK before adding weapons and mods and so does mine. You have the advantage of double the EHP of everybody I have the advantage of speed. Oh but wait, whats that, you can turn and strafe about as fast as I can and can insta-pop out of a LAV and mow me down before I can react. Well at least I can out range you...oh what you have a RR too. Well looks like I am dead again. Double hit points and 3 resistances with really the only draw back you can't overcome your dependence on others for ammo.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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