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Zahle Undt
Bullet Cluster Lokun Listamenn
1283
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Posted - 2014.04.10 23:20:00 -
[1] - Quote
TranquilBiscuit ofVaLoR wrote:i've talked about this before, then proceeded to get a lot of butthurt posts from butthurt heavies claiming that they know it all. anyway, how would any anti infantry heavy weapon with more range than the current HMG be balanced? if we assume that they will have drastically higher DPS's than the current light weapons, like the HMG, then how could we possibly balance that? there's obviously the option of making them terrible in CQC, but looking at the rail rifle, that's highly unlikely. this might be one of the reasons for so few heavy weapons. if they stick with the ridiculously high DPS culture of heavy weaponry, then any weapon with more range than the HMG just wouldn't work. i've heard of the idea of the heavy laser, and all that comes with it, and that's not a bad idea, but what about the other ones? they'd have to lose significant DPS in trade for range for them to be balanced, since, you know, the only weakness of the heavy is their lack of speed, nd even that can be negated via kincats. so tell me, you know-it-all-heavies, how could you balance a ranged anti infantry heavy weapon? because having ridiculous DPS, range, and the most HP in the game just isn't gonna work.
Heavy EHP, CPU, and PG needs to be brought more in line with everyone else's period. Every Sentinel player's arguments about range of the HMG and their slow speed creating balance already ring false because of LAVs and also the insane amount of starting EHP they have, but also the ability to stack proto everything on a proto suit (which no other class can do) or stick proto weapons on a standard suit with very little sacrifice.
Releasing new longer range heavy weapons with Sentinel suits as they are now would be absolutely game breaking and would make our problem of fat men and stick men being the only viable choices for infantry play even worse.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Zahle Undt
Bullet Cluster Lokun Listamenn
1283
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Posted - 2014.04.10 23:45:00 -
[2] - Quote
Powerh8er wrote:TranquilBiscuit ofVaLoR wrote:Powerh8er wrote:Simple, add a brace feature like the devastator with heavy bolter in the Spacemarine game.
The braced heavy have increased range and accuracy with his weapon, but have a very slow turning rate and has to stand completely still, and it takes time to get in and out of the braced position.
let's think about this logically for a second. A TANK, that can EASILY annihilate any and all infantry can move faster than the fastest scout. why would CCP make it so that heavies can't move when they fire? not saying it's a bad idea, but looking at what's in the game now, that would likely never happen. Yeah, theres an reason why i dont use the breach forge gun no more, though i was thinking more of an anti personnel weapon. And an heavy cant really run away from a tank anyway, might aswell go out guns blazing. I would really think it would be neat to suppress infantry from afar instead of constantly trying to lure them in or sneak myself into my effective range.
Run a calmmando if that's what you want to do. But you may be a bit disappointed with it.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Zahle Undt
Bullet Cluster Lokun Listamenn
1284
|
Posted - 2014.04.11 00:00:00 -
[3] - Quote
TYCHUS MAXWELL wrote:TranquilBiscuit ofVaLoR wrote:i've talked about this before, then proceeded to get a lot of butthurt posts from butthurt heavies claiming that they know it all. anyway, how would any anti infantry heavy weapon with more range than the current HMG be balanced? if we assume that they will have drastically higher DPS's than the current light weapons, like the HMG, then how could we possibly balance that? there's obviously the option of making them terrible in CQC, but looking at the rail rifle, that's highly unlikely. this might be one of the reasons for so few heavy weapons. if they stick with the ridiculously high DPS culture of heavy weaponry, then any weapon with more range than the HMG just wouldn't work. i've heard of the idea of the heavy laser, and all that comes with it, and that's not a bad idea, but what about the other ones? they'd have to lose significant DPS in trade for range for them to be balanced, since, you know, the only weakness of the heavy is their lack of speed, nd even that can be negated via kincats. so tell me, you know-it-all-heavies, how could you balance a ranged anti infantry heavy weapon? because having ridiculous DPS, range, and the most HP in the game just isn't gonna work. We already have one, it's called the standard variant Forge Gun. There is no way in hell a spray and pray hmg with increased range is going to be balanced, but we don't need one. I Suggest getting 1 racial heavy weapon for everyone though. Give the Amarr a laser cannon that acts like a combination of the laser rifle and the swarm launcher. It won't activate upon small targets (IE dropsuits) but if you hold it over a vehicle it builds up a massive laser that bores a hole into the vehicle the longer it is kept focused on it, increasing with damage over time just like the laser rifle. For the Gallente, Give them a Flak Blaster that acts as a portable flak cannon that fires off then explodes into tiny shards of heated plasma. This will make it great as an anti Air Weapon but make it so-so against ground targets as the explosion distance is quite far and its difficult to land a direct hit on land targets. I focused on AV because we are lacking in options at the moment but eventually I would like to see an anti infantry weapon for each variant maybe a mortar cannon for minmitar AV (Like a larger mass driver that is extremely inaccurate, we're talking like shots that fly left right and center of your FOV.)
I figured Minmatar light AV should be akin to an RPG and then I would make their heavy AV something like the 4 tube rocket launcher from the 80s and have the rockets rapid fire from the launcher. Both would be dumb fire weapons.
I have a weird Idea for gallente heavy AV, my Eve playing friends say Gallente are the big time drone users of the game. So give them a drone launcher that locks onto vehicles and follows them for a little while firing blaster rounds at it.
I like your Amarr heavy AV idea, myself when I think of Amarr AV I can't help but think of that bigass laser from Halo.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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