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Oxskull Duncarino
0uter.Heaven
499
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Posted - 2014.03.19 01:28:00 -
[121] - Quote
alten hilt wrote:Oxskull Duncarino wrote:SPESHULz wrote:Zahle Undt wrote:If point defense is all Sentinels could do...fine, but lets face the facts people have been using LAVs and other means to get around the heavy role forever and make it basically the most powerful infantry suit off an on since closed beta. Thus we have the cycle of heavy nerfs and buffs. lol heavies cant get into lavs or havs cause they are to fat would be brilliant and prevent hmgs jumping out to kill vulnerable infantry unfairly I'm happy with the LAVs and heavies, and honestly, it's not because I'm a heavy and am a bit addicted to anything that helps me move faster than a waddle For dropships and HAVs I'd love if only light suits were able to pilot them. The same concept as most armed forces where pilots need to be within certain size parameters to suit the vehicle design. Since we are all genetically designed for our roles, making a pilot skinny as feck so as to allow more space for the vehicle's gear sounds good. I would be fine with heavies and LAV's if there was an enter/exit animation that accounted for size. The instant pop in and pop out is BS. Ever tried bailing from a hummer in full battle rattle? I'm in full agreement with ya. I've never had the experience of bailing in full battle gear but it's not had to imagine that it's not a case of one second being happily ass planted in a seat and next second happily standing on two feet combat read. It's one of many changes that in my view need immediate implementation. |
Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
371
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Posted - 2014.03.19 02:09:00 -
[122] - Quote
Aeon Amadi wrote:Scalesdini wrote:Christ you medium frames are stupid, whiny poofters. HMG is not OP in 1.7, it will not be OP in 1.8. Sentinels are not going to be OP in 1.8. This is not Zerg 514. Learn2tactics.
Amadi I'm going to kick you so hard you get a fatal error again for posting a **** thread like this. I never said it was -going- to be OP, I said that I was worried about it. In big ole letters right in the subject line and title text of the thread. In fact, by default, it's the very first thing you read before even seeing the rest of the thread. Worry does not constitute a definitive take. I'm going to be watching everything very very closely but logic would dictate that what is fine now is going to be a problem later when changes are made. Even you cannot deny this. SPESHULz wrote:Im a heavy to. I just love being called fat and then eating everything with hmg. If we cant jump over the 20cm ledges how are we going to climb into a lav. So much logic it honestly hurts EDIT: Addendum, calling it now but we'll probably see a resurgence of the Heavy/Commando black screen at supply depots/spawning. Will repost this as a new thread indicating that I, in fact, called it, if it happens. If it doesn't, consider yourselves blessed that I set myself up for manifest destiny when it did not occur.
I know you didn't say that specifically, I'm talking about everyone else on the forums. You just gave them another soapbox to stand on and cry about how OP HMG/sentinels will be with this thread. HMG will not be OP for lots of reasons I've pointed out in the IRC channel and in other threads, and heavies are not going to be unkillable monsters because of resistances, but I guess I'll go over it all again...
15% resistance is for someone who has put millions of SP into one suit. You know what counters that? If you put millions of SP into the one gun they have 15% resistance to, id est: proficiency skill. You know what that's called? Balance. Further most of the resistances combat a weapon's strengths anyway, mostly just lowering it (Cal Sentinel - 15% shield resistance to blaster weapons, which do +20% to shields anyway, 10% to lasers which to +20% to shields, etc) and not negating it. Exceptions being Amarr and Gallente with projectile weapons, but again, prof V eliminates sentinel V resistance. Balanced.
Why is HMG not getting a nerf? Because that DPS everyone likes to pretend can be applied in the real world can only be applied at shotgun range. At 20m, HMG cannot possibly apply 100% of paper DPS - barely more than half. At 30m, it's under half. People seem to like to ignore this part of HMG, probably because they don't use it and assume it's like their laser accurate ____ rifle which can hit with every shot with decent aim (or aim assist, something that is weaker on HMG than on rifles anyway - not that I give a single solitary ****, it needs removed, but I digress...) but it isn't. That cone of fire that makes it so deadly at CQC also severely hampers its effectiveness at anything but CQC, even inside its own optimal it cannot apply 100% of its theoretical DPS. Tiny effective range, absurd falloff of damage between optimal and effective, massive dispersion - it's not doing the DPS people think except in close ranges, and if you're that close to the business end of an HMG, you're supposed to die. Learn2Flank.
Here's another reason why I think HMG is not getting a nerf (aside from proficiency change): Light weapon heavy QQ. If the HMG is hands down the choice for heavies in 1.8, which it isn't in 1.7 with CR/RR being comparable in real world DPS but vastly outranging it, more heavies are going to be running HMG than light weapons. That means more heavies able to be countered simply by staying outside of their range and pewpewing them to death, more opportunities to catch them out in the open, etc. And less whining about heavies carrying light weapons! Win for everyone.
I think heavies are going to be in a good place in 1.8. Sure, you can say I'm biased because I'm a heavy, but I'm pretty sure heavies are not going to be OP like people think. Good heavies who pick a suit to fit their playstyle best are going to be monsters like they are now, bad heavies are still going to be just as easy to kill, it might just take a half a second longer to do it, or require a different tactic in some situations, etc. Is forcing us to think a little more a bad thing? I say no. |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
335
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Posted - 2014.03.19 02:15:00 -
[123] - Quote
ReGnYuM wrote:TBH...
CCP really needs to keep a close eye on the Heavy and the HMG in 1.8
Current 1.7: Unless you're a heavy yourself, you should never engage a heavy in 1v1 duel (How it should be IMO). However, if you see a heavy with its back exposed , then by all means go for it.
1.8 Expectulation I was already worried about the resist, but the damage mod/ rifle nerf is just too much. Furthermore, the HMG is already a powerful force to be reckoned with. I just can't see how the heavy role will not be broken in 1.8 lol.
I take huge issue with these new resistance bonuses. First of all, they shouldn't be anywhere near as high as they are. Secondly I feel it should've been an either/or situation. Either heavies got the explosive resistance, OR the light weapon resistance based on race, not both. I think it's going to lead to a huge imbalance.
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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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
372
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Posted - 2014.03.19 02:20:00 -
[124] - Quote
LEHON Xeon wrote:ReGnYuM wrote:TBH...
CCP really needs to keep a close eye on the Heavy and the HMG in 1.8
Current 1.7: Unless you're a heavy yourself, you should never engage a heavy in 1v1 duel (How it should be IMO). However, if you see a heavy with its back exposed , then by all means go for it.
1.8 Expectulation I was already worried about the resist, but the damage mod/ rifle nerf is just too much. Furthermore, the HMG is already a powerful force to be reckoned with. I just can't see how the heavy role will not be broken in 1.8 lol.
I take huge issue with these new resistance bonuses. First of all, they shouldn't be anywhere near as high as they are. Secondly I feel it should've been an either/or situation. Either heavies got the explosive resistance, OR the light weapon resistance based on race, not both. I think it's going to lead to a huge imbalance.
Quote:15% resistance is for someone who has put millions of SP into one suit. You know what counters that? If you put millions of SP into the one gun they have 15% resistance to, id est: proficiency skill. You know what that's called? Balance. Further most of the resistances combat a weapon's strengths anyway, mostly just lowering it (Cal Sentinel - 15% shield resistance to blaster weapons, which do +20% to shields anyway, 10% to lasers which to +20% to shields, etc) and not negating it. Exceptions being Amarr and Gallente with projectile weapons, but again, prof V eliminates sentinel V resistance. Balanced.
"Oh noes the suit that's supposed to be tanky and take damage will be tanky and take damage! I take offense to this! I must be able to kill everything easily or it's OP!" - Medium AR 514 scrublord |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
336
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Posted - 2014.03.19 02:30:00 -
[125] - Quote
I can use insults and sound like an imbecile also without carrying out a normal discussion. Let me guess Scalesdini, you probably use fatsuits with RR as well because you can't fight in a medium or scout suit so you need the extra HP buffer. If you only use a HMG, I'd be amazed, but even with that, you still get an automatic built in "crutch" due to the HMG "sloth" effect when you hit people with it.
Your argument is pointless. With the resistances, and sentinels having around 1200 armor alone, you can engage one from the side or behind and they'll still turn around and kill you. I wrote a large post on this under another thread using actual math, but I guess you probably couldn't comprehend that.
When there's entire squads or teams using nearly all fatsuits for the resistance and HP reserves all camping an area or single objective, how do you think people are going to be able to get in there? They won't. I don't take an issue with HMG heavies. It's all these light weapon fatsuit scrubs I can't stand.
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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Disturbingly Bored
Forum Warfare
2050
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Posted - 2014.03.19 02:34:00 -
[126] - Quote
I gotta disagree with you scales.
HMG Sentinel is just about perfectly balanced in 1.7.
And in 1.8 it's effectively getting a 9% DPS buff relative to rifles, a significant EHP buff if resistances align, and a huge buff to defense against the one reliable hard counter to Heavies: REs.
I think it's all too much at once. I've been a dedicated HMG user through all the nerf buff cycles since 8/2012, and I'm worried this next patch will make us too damn powerful... Which means we'll be beaten to death with the nerf bat in 1.9 or the patch after that.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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jerrmy12 kahoalii
547
|
Posted - 2014.03.19 02:35:00 -
[127] - Quote
Disturbingly Bored wrote:I gotta disagree with you scales.
HMG Sentinel is just about perfectly balanced in 1.7.
And in 1.8 it's effectively getting a 9% DPS buff relative to rifles, a significant EHP buff if resistances align, and a huge buff to defense against the one reliable hard counter to Heavies: REs.
I think it's all too much at once. I've been a dedicated HMG user through all the nerf buff cycles since 8/2012, and I'm worried this next patch will make us too damn powerful... Which means we'll be beaten to death with the nerf bat in 1.9 or the patch after that. Only thing that needs tweaking is the hmg and amar heavy low alots, add one
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
373
|
Posted - 2014.03.19 02:43:00 -
[128] - Quote
LEHON Xeon wrote:I can use insults and sound like an imbecile also without carrying out a normal discussion. Let me guess Scalesdini, you probably use fatsuits with RR as well because you can't fight in a medium or scout suit so you need the extra HP buffer. If you only use a HMG, I'd be amazed, but even with that, you still get an automatic built in "crutch" due to the HMG "sloth" effect when you hit people with it.
Your argument is pointless. With the resistances, and sentinels having around 1200 armor alone, you can engage one from the side or behind and they'll still turn around and kill you. I wrote a large post on this under another thread using actual math, but I guess you probably couldn't comprehend that.
When there's entire squads or teams using nearly all fatsuits for the resistance and HP reserves all camping an area or single objective, how do you think people are going to be able to get in there? They won't. I don't take an issue with HMG heavies. It's all these light weapon fatsuit scrubs I can't stand.
Actually, I made a long, well thought out, articulate post on this page of this thread.
As for me using RR? lol is all I have to say, I've used nothing but HMG since August 2012. |
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
336
|
Posted - 2014.03.19 02:45:00 -
[129] - Quote
Scalesdini wrote:LEHON Xeon wrote:I can use insults and sound like an imbecile also without carrying out a normal discussion. Let me guess Scalesdini, you probably use fatsuits with RR as well because you can't fight in a medium or scout suit so you need the extra HP buffer. If you only use a HMG, I'd be amazed, but even with that, you still get an automatic built in "crutch" due to the HMG "sloth" effect when you hit people with it.
Your argument is pointless. With the resistances, and sentinels having around 1200 armor alone, you can engage one from the side or behind and they'll still turn around and kill you. I wrote a large post on this under another thread using actual math, but I guess you probably couldn't comprehend that.
When there's entire squads or teams using nearly all fatsuits for the resistance and HP reserves all camping an area or single objective, how do you think people are going to be able to get in there? They won't. I don't take an issue with HMG heavies. It's all these light weapon fatsuit scrubs I can't stand. Actually, I made a long, well thought out, articulate post on this page of this thread. As for me using RR? lol is all I have to say, I've used nothing but HMG since August 2012.
Well, if you use an HMG then I really don't have an issue with you. To me, the only thing I really want resolved with HMG is that massive slowdown effect.
It's all these guys using long range weapons combined with the massive HP reserves and resistances that are going to cause the discrepancy.
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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TunRa
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
523
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Posted - 2014.03.19 02:48:00 -
[130] - Quote
I really want to quit this game because of the community, but I don't because I enjoy the game. I am torn!
Thanks CCP Foxfour
Likes received: 514
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5281
|
Posted - 2014.03.19 02:58:00 -
[131] - Quote
Scalesdini wrote:
15% resistance is for someone who has put millions of SP into one suit. You know what counters that? If you put millions of SP into the one gun they have 15% resistance to, id est: proficiency skill. You know what that's called? Balance. Further most of the resistances combat a weapon's strengths anyway, mostly just lowering it (Cal Sentinel - 15% shield resistance to blaster weapons, which do +20% to shields anyway, 10% to lasers which to +20% to shields, etc) and not negating it. Exceptions being Amarr and Gallente with projectile weapons, but again, prof V eliminates sentinel V resistance. Balanced.
Why is HMG not getting a nerf? Because that DPS everyone likes to pretend can be applied in the real world can only be applied at shotgun range. At 20m, HMG cannot possibly apply 100% of paper DPS - barely more than half. At 30m, it's under half. People seem to like to ignore this part of HMG, probably because they don't use it and assume it's like their laser accurate ____ rifle which can hit with every shot with decent aim (or aim assist, something that is weaker on HMG than on rifles anyway - not that I give a single solitary ****, it needs removed, but I digress...) but it isn't. That cone of fire that makes it so deadly at CQC also severely hampers its effectiveness at anything but CQC, even inside its own optimal it cannot apply 100% of its theoretical DPS. Tiny effective range, absurd falloff of damage between optimal and effective, massive dispersion - it's not doing the DPS people think except in close ranges, and if you're that close to the business end of an HMG, you're supposed to die. Learn2Flank.
The problem I have with this is that it's arguably more SP investment to counter the resistances than to get them. If you're speccing into Sentinels, you're getting the bonus all the way up to level five but in order to counter that you'd have to invest not only in 'x' weapon operation 5, but also Proficiency 5. It's the aspect that it costs more to counter the suit that's already powerful without the necessity of having other skills involved. Probably not wording it the way I want to but I can't get on Dust 514 right now to do a comparison of SP investment between Racial Sentinel 5 and Weapon Proficiency 5.
The next thing is the 'learn2flank' comment which... Not gonna lie, sort of rubs me the wrong way. Part of the argument that there's no viable CQC counter to the Heavy is that they turn just as fast as any other suit. Flanking is great but unless you can apply such massive damage as to outright kill them in less time than it takes them to turn around; there's an issue involved. First shot capabilities are always great but we're talking about a lot of damage coming back if they live through it.
It has a lot to do with map design as well as some maps (in particular the new Gallente maps) offer complete aerial cover; so kiss OB/DS support goodbye. Some of those maps have one way in and one way out, which poses a pretty hefty problem in the hallway/corridor like structure of the building's design. I'm sure heavies love this because it's true point defense but it begs the question: How do you counter it?
Useful Links
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jerrmy12 kahoalii
548
|
Posted - 2014.03.19 03:10:00 -
[132] - Quote
Aeon Amadi wrote:Scalesdini wrote:
15% resistance is for someone who has put millions of SP into one suit. You know what counters that? If you put millions of SP into the one gun they have 15% resistance to, id est: proficiency skill. You know what that's called? Balance. Further most of the resistances combat a weapon's strengths anyway, mostly just lowering it (Cal Sentinel - 15% shield resistance to blaster weapons, which do +20% to shields anyway, 10% to lasers which to +20% to shields, etc) and not negating it. Exceptions being Amarr and Gallente with projectile weapons, but again, prof V eliminates sentinel V resistance. Balanced.
Why is HMG not getting a nerf? Because that DPS everyone likes to pretend can be applied in the real world can only be applied at shotgun range. At 20m, HMG cannot possibly apply 100% of paper DPS - barely more than half. At 30m, it's under half. People seem to like to ignore this part of HMG, probably because they don't use it and assume it's like their laser accurate ____ rifle which can hit with every shot with decent aim (or aim assist, something that is weaker on HMG than on rifles anyway - not that I give a single solitary ****, it needs removed, but I digress...) but it isn't. That cone of fire that makes it so deadly at CQC also severely hampers its effectiveness at anything but CQC, even inside its own optimal it cannot apply 100% of its theoretical DPS. Tiny effective range, absurd falloff of damage between optimal and effective, massive dispersion - it's not doing the DPS people think except in close ranges, and if you're that close to the business end of an HMG, you're supposed to die. Learn2Flank.
The problem I have with this is that it's arguably more SP investment to counter the resistances than to get them. If you're speccing into Sentinels, you're getting the bonus all the way up to level five but in order to counter that you'd have to invest not only in 'x' weapon operation 5, but also Proficiency 5. It's the aspect that it costs more to counter the suit that's already powerful without the necessity of having other skills involved. Probably not wording it the way I want to but I can't get on Dust 514 right now to do a comparison of SP investment between Racial Sentinel 5 and Weapon Proficiency 5. The next thing is the 'learn2flank' comment which... Not gonna lie, sort of rubs me the wrong way. Part of the argument that there's no viable CQC counter to the Heavy is that they turn just as fast as any other suit. Flanking is great but unless you can apply such massive damage as to outright kill them in less time than it takes them to turn around; there's an issue involved. First shot capabilities are always great but we're talking about a lot of damage coming back if they live through it. It has a lot to do with map design as well as some maps (in particular the new Gallente maps) offer complete aerial cover; so kiss OB/DS support goodbye. Some of those maps have one way in and one way out, which poses a pretty hefty problem in the hallway/corridor like structure of the building's design. I'm sure heavies love this because it's true point defense but it begs the question: How do you counter it? 3 mil sp vs 1.4 mil sp
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
373
|
Posted - 2014.03.19 04:01:00 -
[133] - Quote
Aeon Amadi wrote: The problem I have with this is that it's arguably more SP investment to counter the resistances than to get them. If you're speccing into Sentinels, you're getting the bonus all the way up to level five but in order to counter that you'd have to invest not only in 'x' weapon operation 5, but also Proficiency 5. It's the aspect that it costs more to counter the suit that's already powerful without the necessity of having other skills involved. Probably not wording it the way I want to but I can't get on Dust 514 right now to do a comparison of SP investment between Racial Sentinel 5 and Weapon Proficiency 5.
The next thing is the 'learn2flank' comment which... Not gonna lie, sort of rubs me the wrong way. Part of the argument that there's no viable CQC counter to the Heavy is that they turn just as fast as any other suit. Flanking is great but unless you can apply such massive damage as to outright kill them in less time than it takes them to turn around; there's an issue involved. First shot capabilities are always great but we're talking about a lot of damage coming back if they live through it.
It has a lot to do with map design as well as some maps (in particular the new Gallente maps) offer complete aerial cover; so kiss OB/DS support goodbye. Some of those maps have one way in and one way out, which poses a pretty hefty problem in the hallway/corridor like structure of the building's design. I'm sure heavies love this because it's true point defense but it begs the question: How do you counter it?
It takes 273,600sp to get heavy frame to lvl 3 to unlock sentinels, and a further 2,487,360sp to get proto sentinel. It takes 621,840sp to get (Light/Heavy/Sidearm) Weapon Operation V, 621,840sp to get (Specific Weapon) Operation V and a further 1,554,600sp to get Proficiency V. Now, no light/heavy/sidearm weapon requires ____ Operation V, but even if they did, that means it would take a grand total of 2,798,280sp to counter a sentinel's resistance, which costs 2,760,960sp to obtain. I'd say that's pretty fair, especially since light/heavy/sidearm weapon operation affect multiple weapons whereas heavy dropsuits skills only affect sentinels and commandos, and most people only run one or the other. Plus the L/H/S weapon op skill gives a bonus (3% CPU use reduction per level to weapon type), whereas basic heavy dropsuit skill gives none.
As for the flanking part, if a shotgunner catches me from behind I'm toast 99 out of 100 times, by the time I turn around the second slug is in me and I'm nearly dead, unless I get lucky or the shotgunner is very bad it ends poorly for me. Same deal for rifles hitting me from outside my range before I see them, unless I'm standing next to cover, I'm toast. Heavies have enormous head hitboxes, people need to use that to their advantage.
For the map issue, come on, there's only really 3 or 4 points that heavies truly shine on, and even then they're still very beatable. If there's heavies on both sides (as there should be), you use your own heavies to lead the charge in. Now that's not to say the only counter to heavies should be heavies, but you can't expect 4-5 heavies in a tight area like that to go down easily. Spam fluxes in, fire in MD, sneak in with cloaked shotgunners, send in your own heavies, etc. Sometimes it just takes a different approach for a situation than what we're used to doing. On skirmish maps, if there's 5 heavies camped on one point, switch your tactics up - stop going for that point, go and hack all the other points, force them into a situation you want to fight them in rather than the situation they want to fight you in. For dom, most of them are wide open, just kill them from range... for the one new dom map that isn't, get a DS and put uplinks on top of the cylinder where the point is and drop grenades/MD rounds down on their heads while you push in from both sides on the ground. And you can in fact drop an OB into that point, btw. And heavies suck at ambush, so there's that. |
Lance 2ballzStrong
SyNergy Gaming EoN.
4800
|
Posted - 2014.03.19 05:31:00 -
[134] - Quote
Chibi Andy wrote:well considering before the 10% dmg buff to the HMG, the HMG was just a giant BB gun that tickles the enemies armor.
so technically the HMG is fine where it is now.
unless of course everyone just wants a broken HMG so they can kill the heavies more easier. then you'll just see a surge of RR/CR/SCR heavies once the HMG is dead.
VERY good point. People complain about heavies using RRs and CRs, but what do you think will happen when the HMG gets the nerf you're talking about? Heavies that used the HMG will slowly gravitate to the better weapons, which people QQ about because "HEAVIES NOT SUPPOSE TO BE ABLE TO USE ARs!!!! QQ"
So heavies will dominate CQC... isn't that its job? Aren't you suppose to die if you turn a corner and bump into a heavy? No? Then yea, nerf the HMG, and make heavies as useless as they were a few updates ago... just that now they have a whole arsenal of light weapons to use
To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Operative 1171 Aajli
Bragian Order Amarr Empire
1581
|
Posted - 2014.03.19 07:19:00 -
[135] - Quote
Only effective AI weapon n the game. When other heavy weapons are released expect a damage type nerf.
Rommel, you magnificent bastard, I read your book!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5288
|
Posted - 2014.03.19 07:41:00 -
[136] - Quote
Scalesdini wrote:
It takes 273,600sp to get heavy frame to lvl 3 to unlock sentinels, and a further 2,487,360sp to get proto sentinel. It takes 621,840sp to get (Light/Heavy/Sidearm) Weapon Operation V, 621,840sp to get (Specific Weapon) Operation V and a further 1,554,600sp to get Proficiency V. Now, no light/heavy/sidearm weapon requires ____ Operation V, but even if they did, that means it would take a grand total of 2,798,280sp to counter a sentinel's resistance, which costs 2,760,960sp to obtain. I'd say that's pretty fair, especially since light/heavy/sidearm weapon operation affect multiple weapons whereas heavy dropsuits skills only affect sentinels and commandos, and most people only run one or the other. Plus the L/H/S weapon op skill gives a bonus (3% CPU use reduction per level to weapon type), whereas basic heavy dropsuit skill gives none.
As for the flanking part, if a shotgunner catches me from behind I'm toast 99 out of 100 times, by the time I turn around the second slug is in me and I'm nearly dead, unless I get lucky or the shotgunner is very bad it ends poorly for me. Same deal for rifles hitting me from outside my range before I see them, unless I'm standing next to cover, I'm toast. Heavies have enormous head hitboxes, people need to use that to their advantage.
For the map issue, come on, there's only really 3 or 4 points that heavies truly shine on, and even then they're still very beatable. If there's heavies on both sides (as there should be), you use your own heavies to lead the charge in. Now that's not to say the only counter to heavies should be heavies, but you can't expect 4-5 heavies in a tight area like that to go down easily. Spam fluxes in, fire in MD, sneak in with cloaked shotgunners, send in your own heavies, etc. Sometimes it just takes a different approach for a situation than what we're used to doing. On skirmish maps, if there's 5 heavies camped on one point, switch your tactics up - stop going for that point, go and hack all the other points, force them into a situation you want to fight them in rather than the situation they want to fight you in. For dom, most of them are wide open, just kill them from range... for the one new dom map that isn't, get a DS and put uplinks on top of the cylinder where the point is and drop grenades/MD rounds down on their heads while you push in from both sides on the ground. And you can in fact drop an OB into that point, btw. And heavies suck at ambush, so there's that.
Bleh, I can't focus on this **** right now but I'll go ahead and try. Mind you it prolly ain't going to sound too crazy competent because I haven't analyzed it as thoroughly as I'd like.
Right but that's just the one weapon - the Sentinel's bonus(es) apply to the entire lineup. I mean it's all well and good but I think it's sort of skewed to demand millions of SP as an effective counter for every weapon that could be used against the target. You've got a boatload more passive HP without the modules and just to get the weapon's base stats worth you have to go Prov 5 as the counter, which is sort of a downer because then you're boned against the other heavies. What if the weapon is just naturally under-powered? No amount of Prov 5 is going to help with that, unfortunately.
To be more specific, there are only a handful of Projectile/Explosive weapons available for use against Armor Sentinels (Gallente/Amarr). I can't fall back on any of them, realistically, because Mass Drivers and Flaylocks are doing less damage than Prof 5 would ever help with due to the splash damage reduction. That leaves you with Combat Rifles and... Wouldn't you know it, HMGs. So your only legitimate option there is to spec into Combat Rifles to balance the scales.
Shotguns will be receiving a hefty nerf as well so you're not going to have to worry about that. The damage focus on shields isn't going to help them with Gallente/Amarr heavies paired with the HMG as compared to it's [the shotgun] current RoF bonus, which are incidentally the innate problem as the Shotgun is, by default, a CQC weapon, putting it well within range of the HMG. It's not truly as necessary since neither of those Sentinels receive a reduction of damage to Blaster weapon but it's certainly not going to perform as well as it did before.
But, I digress. This is all off-topic because my main concern is the HMG itself, not the sentinel. All speculation on other aspects of said heavy aside, my primary concern is that the HMG might be a bit overwhelming in 1.8 when compared to anything that could legitimately counter it. The rest I can more or less live with.
Lance 2ballzStrong wrote:VERY good point. People complain about heavies using RRs and CRs, but what do you think will happen when the HMG gets the nerf you're talking about? Heavies that used the HMG will slowly gravitate to the better weapons, which people QQ about because "HEAVIES NOT SUPPOSE TO BE ABLE TO USE ARs!!!! QQ" So heavies will dominate CQC... isn't that its job? Aren't you suppose to die if you turn a corner and bump into a heavy? No? Then yea, nerf the HMG, and make heavies as useless as they were a few updates ago... just that now they have a whole arsenal of light weapons to use To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0
Same as above. This thread isn't about light weapon heavies. Heavies, by default (as they're the only ones who can use the HMG) but the thread is primarily about the weapon itself.
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Disturbingly Bored
Forum Warfare
2050
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Posted - 2014.03.19 12:03:00 -
[137] - Quote
Lance 2ballzStrong wrote:To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0
That nerf bat is my biggest fear, too, Lance.
The HMG needs a ~9% ROF nerf to stay as powerful as it is in 1.7, no more and no less. As it is now, it's getting an effective buff compared to it's most frequent competition.
I think if you listen carefully, people aren't saying "Nerf HMG because it's overpowered right now!" It isn't. It's pretty damn balanced right now. But if everything else is getting nerfed and HMG is left alone, that's effectively a buff, and HMG does NOT need a buff.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5293
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Posted - 2014.03.19 12:27:00 -
[138] - Quote
Disturbingly Bored wrote:Lance 2ballzStrong wrote:To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0 That nerf bat is my biggest fear, too, Lance. The HMG needs a ~9% ROF nerf to stay as powerful as it is in 1.7, no more and no less. As it is now, it's getting an effective buff compared to it's most frequent competition. I think if you listen carefully, people aren't saying "Nerf HMG because it's overpowered right now!" It isn't. It's pretty damn balanced right now. But if everything else is getting nerfed and HMG is left alone, that's effectively a buff, and HMG does NOT need a buff.
Well said. Part of my problem is that I talk too much but say too little
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Mad Syringe
ReDust Inc.
230
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Posted - 2014.03.20 10:48:00 -
[139] - Quote
One thing everybody seems to forget when you talk about the splash damage resistance, is the 25% buff to Mass Driver damage. And that's to splash and direct damage. If you put that Mass Driver on a Minmatar commando suit, you'll end up with a 10% better MD towards heavies than now. You than can further increase the damage output towards armor, and you will damage grouped heavies all at once... This is definitely the way to go to fight entrenched heavys. The MD should also help to get rid of those pesky repping bumblebees...
Im pretty sure that the Min commando is one of the keys to a successfull assault on enemy heavies. Mix that with gallente commandos/assaults with assault rifles and you should be very effective. Move in fast from all angles and you will take down even groups of heavies.
Also, since all those heavies will likely have a lot of resistances towards projectile and rail rifles, the assault rifle will have a better role in the future. Maybe try the tac AR for a change, I've been running with some guys who used them very effectively just yesterday... (takes gungame though)...
I will go heavy and counter heavy coming next build... It will be awesome!
And just to further deepen my theory, there may be something in the works for the gallente commando...
Halleluja! Breach Plasma cannon and Assault Plasma cannon found in SDE |
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1104
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Posted - 2014.03.20 10:59:00 -
[140] - Quote
While I agree the hopping in and out of LAV antics kinda defeats the downside of any heavy HMGer.... lets be honest guys they should be able to shoot it out the window and do drive bys (As should all weapons be able to shoot out the window with hip fire accuracy) but if we had that - it would be even worse than it is now.
Investigate 9/11
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Mad Syringe
ReDust Inc.
231
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Posted - 2014.03.20 11:06:00 -
[141] - Quote
CommanderBolt wrote:While I agree the hopping in and out of LAV antics kinda defeats the downside of any heavy HMGer.... lets be honest guys they should be able to shoot it out the window and do drive bys (As should all weapons be able to shoot out the window with hip fire accuracy) but if we had that - it would be even worse than it is now.
Well I disagree. As far as I know, CCP was contemplating the possibility to implement passenger shooting. But hopefully they just give assaults that possibillity. Lets be honest, an hmg is fired from the hip, where is your hip in a car? Yes its below the dashboard. So no HMG firing from pessenger seat plz. Also dropship firing, I'd like to see that, but only with the blast shields down and only for light/medium suits. So you can easily counter it with MD/PLC round in the passenger compartment. This should btw do +50% damage to the dropship (hitting the inside of the DS).
Enter/Exit animations should be implemented asap!
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Imp Smash
Mikramurka Shock Troop Minmatar Republic
208
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Posted - 2014.03.20 11:38:00 -
[142] - Quote
We can't nerf the HMG just yet. Like assaults heavies received a bit of a nerf with the damage mod nerf. HMG damage mods also only do half what they used to. Rep tools also received a nerf so heavies will die easier. Also heavies are more susceptible to the soon to be buffed mass driver. So calling for a nerf on the HMG is premature at best.....
That being said heavy TTK, while going down, won't be going down as much as assault. So a small damage nerf to the HMG in the future MIGHT be reasonable.
But making such a change before we find out things are going to work will make balancing harder. Maybe hold off on the nerf comments a bit until we see how this round of changes affect balance? |
Mad Syringe
ReDust Inc.
231
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Posted - 2014.03.20 11:44:00 -
[143] - Quote
+1
Just a tip in general, do not arrive in clusters when you engage heavies, since that makes the HMG even stronger. |
Korvin Lomont
United Pwnage Service RISE of LEGION
781
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Posted - 2014.03.20 12:55:00 -
[144] - Quote
Imp Smash wrote:We can't nerf the HMG just yet. Like assaults heavies received a bit of a nerf with the damage mod nerf. HMG damage mods also only do half what they used to. Rep tools also received a nerf so heavies will die easier. Also heavies are more susceptible to the soon to be buffed mass driver. So calling for a nerf on the HMG is premature at best.....
That being said heavy TTK, while going down, won't be going down as much as assault. So a small damage nerf to the HMG in the future MIGHT be reasonable.
But making such a change before we find out things are going to work will make balancing harder. Maybe hold off on the nerf comments a bit until we see how this round of changes affect balance?
Its pretty easy currently the HMG is in a really good way balancing wise. I can compete just fine versus assaults in its given range. In 1.8 the balanced HMG will get a relative Buff by roughly 10% while the suit to carry said HMG will get another buff.
So in short the suit gets buffed its weapon as well as the counter weapons get nerfed....
This caused problems with the whole AV vs Vehicle balance and this will cause balancing issue with heavies vs their counters. To make things worse the best counter to heavies will soon be another heavy ;( thanks to light weapon wielding heavies.
CCP seem to have a hang for repeating mistakes over and over again... |
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