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TranquilBiscuit ofVaLoR
Fatal Absolution Dirt Nap Squad.
2001
|
Posted - 2014.04.10 23:13:00 -
[1] - Quote
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.
Anime > EVERYTHING
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Ghost Kaisar
Fatal Absolution Dirt Nap Squad.
4138
|
Posted - 2014.04.10 23:15:00 -
[2] - 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.
The Rail HMG better have some hella recoil and a huge spool up time. Otherwise, that thing will be on every rooftop
I got my cloak and daggers, I'm a very happy Ghost
I hack at Mach V
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Zahle Undt
Bullet Cluster Lokun Listamenn
1283
|
Posted - 2014.04.10 23:20:00 -
[3] - 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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TranquilBiscuit ofVaLoR
Fatal Absolution Dirt Nap Squad.
2001
|
Posted - 2014.04.10 23:23:00 -
[4] - Quote
Zahle Undt 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. 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. EXACTLY
people complain that there are hardly any heavy weapons, yet they don't think about the fact of how absolutely game breaking that would be with the current state of the game. the limited range of the HMG is literally the ONLY thing that keeps it from being the most OP thing ever put in this game.
Anime > EVERYTHING
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Powerh8er
Arrogance.
409
|
Posted - 2014.04.10 23:30:00 -
[5] - Quote
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.
Te Valhall!
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Rifter7
Ancient Exiles. Dirt Nap Squad.
382
|
Posted - 2014.04.10 23:32:00 -
[6] - Quote
well its a minmatar weapon.. so looking at the other races profiles for range we can assume that the other races long range hmgs wont actually be that much more than the hmg.
boundless 67optimal-84effective kaalakiota 75optimal-102effective
so we see a 11%-18% increase for caldari
freedom assault hmg 45optimal-74.25effective caldari hmg? 49.95optimal-87.615effective
if ccp kept with the range profile thats what the caldari hmg would look like. |
TranquilBiscuit ofVaLoR
Fatal Absolution Dirt Nap Squad.
2001
|
Posted - 2014.04.10 23:34:00 -
[7] - Quote
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.
Anime > EVERYTHING
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Powerh8er
Arrogance.
409
|
Posted - 2014.04.10 23:42:00 -
[8] - Quote
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.
Te Valhall!
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Rusty Shallows
1483
|
Posted - 2014.04.10 23:44:00 -
[9] - Quote
TranquilBiscuit ofVaLoR wrote:EXACTLY
people complain that there are hardly any heavy weapons, yet they don't think about the fact of how absolutely game breaking that would be with the current state of the game. the limited range of the HMG is literally the ONLY thing that keeps it from being the most OP thing ever put in this game. Actually there are three others. Extremely long reload, the crippling 10 second over-heat mechanic, and no ability to carry Nanohives.
Once you start to add range and remove damage then we end up with the current rifles. If someone needs range on a Sentinel go Light Weapon.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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Zahle Undt
Bullet Cluster Lokun Listamenn
1283
|
Posted - 2014.04.10 23:45:00 -
[10] - 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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TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.10 23:50:00 -
[11] - 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.
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.) |
BL4CKST4R
WarRavens League of Infamy
2471
|
Posted - 2014.04.10 23:53:00 -
[12] - 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.
first CCP has to realize two things.
1) Long range = Low DPS (high damage per shot, low rof), short range being the inverse
2) The HMG has a little bit to much damage. For its range, some say that it can't perform at its optimal and past that but as a heavy user I disagree.
To balance CCP would probably need to create a hybrid between a forge gun and an HMG. It would probably be amarr weapon, most likely a pulse laser.
For the Federation!
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Powerh8er
Arrogance.
409
|
Posted - 2014.04.10 23:54:00 -
[13] - Quote
Zahle Undt wrote: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.
I have a gal commando with laser and md btw lol. I was thinking more of heavy long ranged anti infantry weapon tough, u know like a machine gun. haha
Te Valhall!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10409
|
Posted - 2014.04.10 23:58:00 -
[14] - Quote
Tradeoff on DPS vs range when compared to the HMG.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zahle Undt
Bullet Cluster Lokun Listamenn
1284
|
Posted - 2014.04.11 00:00:00 -
[15] - 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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Chunky Munkey
Amarr Templars Amarr Empire
3846
|
Posted - 2014.04.11 00:01:00 -
[16] - Quote
Make them like a breach forge gun. Frozen to the spot whilst firing, so that you basicaly turn into an installation.
No.
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axINVICTUSxa
BIG BAD W0LVES Canis Eliminatus Operatives
103
|
Posted - 2014.04.11 00:02:00 -
[17] - Quote
Still waiting for a Gallente DMR.
I wallow in pools of blood and wash myself anew, I throw away my ugly self in order to become something beautiful...
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Llast 326
An Arkhos
2826
|
Posted - 2014.04.11 00:10:00 -
[18] - Quote
Zahle Undt wrote: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. Figured the Min AV Heavy Weapon should be a rotary barrel Flaylock with high rate of fire, and longer range (than the Flaylock) with lock on feature of Swarms to prevent abuse of infantry with it.
As to the OP Heavy Laser could balance the way LR is against CQC. Gal Heavy Blaster could be limited in ammo pool and clip size Cal I see as an Indirect fire style weapon, or leaves you stationary as the Breach FG does.
KRRROOOOOOM
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TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.11 00:14:00 -
[19] - Quote
Zahle Undt wrote: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.
I like the Minmitar light RPG but I think another RPG would be a bit redundant we don't want another Flaylock/MD situation. I suggest the mortar just because that seems like a fun tech that we don't have. A Big blast AOE that arcs out of LOS but is the most inaccurate weapon in the game for balancing purposes. That way you can have someone on your team Shelling the enemy front line hoping to get that odd kill and forcing them to make a move. The Forge Gun and Amarr Laser Cannon should be enough for dealing with tanks, the Gallente Flak Blaster would be great anti Air, and the Minmitar Mortar Cannon would be great Anti-Infantry and LAV/MAV Harrasment with the balancing fact that it's useless at close range since in my mind it fires at a high angle (you would have to be staring at the ground to try to make it hit close targets and it still wouldn't land near you.)
Of course these ideas are also assuming we will have more vehicles like the MAV, the light and heavy aircraft. |
Travis Stanush
GunFall Mobilization
82
|
Posted - 2014.04.11 00:20:00 -
[20] - Quote
The heavy gal weapon could just be a 20GJ blaster huts handheld with a wide range of dispersion and maybe even less rang than the HMG dunno |
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Rynoceros
Rise Of Old Dudes
3585
|
Posted - 2014.04.11 00:28:00 -
[21] - Quote
My dream weapon would be a Heavy Gallente AR. It'd be kinda like a Blaster Turret, but with a heavily reduced RoF (~180 RPM), hipfire dispersion around 15.0/ ADS ~60.0, and a 10 round magazine, base 4.0 second reload, optimal range between 30-60m, and a bit of kick, with current Blaster DPS profiles.
Pick it apart, fellas.
I GÖú Kittens.
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TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.11 00:32:00 -
[22] - Quote
Rynoceros wrote:My dream weapon would be a Heavy Gallente AR. It'd be kinda like a Blaster Turret, but with a heavily reduced RoF (~180 RPM), hipfire dispersion around 15.0/ ADS ~60.0, and a 10 round magazine, base 4.0 second reload, optimal range between 30-60m, and a bit of kick, with current Blaster DPS profiles.
Pick it apart, fellas.
It's not bad it sounds kind of like a more anti infantry styled Forge Gun. Personally I'd still like to see more diverse weaponry with new roles like I suggested for the Gallente Anti infantry a plasma caster that fires waves of plasma energy a short distance in front of the target making it the Heavy equivalent of a shotgun. |
Vitharr Foebane
Living Like Larry Schwag
1005
|
Posted - 2014.04.11 00:32:00 -
[23] - 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. Love the heavy hate BTW as it means that they are viable again. To answer your questin at least in the case of the Amarr heavy weapon why not look at the wisdom of the LR which sucks at CQC. I personally hope that the heavy laser functions like an enormous LR that cant ADS because you really wouldn't need it to hit a vehicle and it would limit infantry sniping to the very skilled
Amarr: Sentinel V Scout V Assault IV Commando III Logistics III
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
753
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Posted - 2014.04.11 01:13:00 -
[24] - 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.
Well the amarrian heavy weapon could have a quick overheating mechanism....
actually I have no clue, it is a good question. The only way I could see this working out is if turn limits were re-introduced, but then M/KB users would flip out again.
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Shadowswipe
Molon Labe. General Tso's Alliance
216
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Posted - 2014.04.11 01:34:00 -
[25] - Quote
We already have a long range anti-infantry heavy weapon. The Forge Gun. |
Rusty Shallows
1489
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Posted - 2014.04.11 16:55:00 -
[26] - Quote
Rynoceros wrote:My dream weapon would be a Heavy Gallente AR. It'd be kinda like a Blaster Turret, but with a heavily reduced RoF (~180 RPM), hipfire dispersion around 15.0/ ADS ~60.0, and a 10 round magazine, base 4.0 second reload, optimal range between 30-60m, and a bit of kick, with current Blaster DPS profiles.
Pick it apart, fellas.
I'm still hoping for a Plasma Flamethrower but the above will work. The other Heavy Weapons have more disadvantages so that might be a good time for introducing a "bracing" mechanic.
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Chibi Andy
Forsaken Immortals Top Men.
1161
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Posted - 2014.04.11 17:11:00 -
[27] - Quote
well it still depends on whether CCP will give heavy weapons two different categories.
since the FG is caldari tech and a heavy weapon, HMG is minmatar heavy weapon, we know that the amarr version is the scrambler lance, and apparently the gallante is the plasma mortar (got info via SDE) so assuming the gallente version is the next long range weapon sounds more like it'll be the heavy version of the MD.
unless CCP has both anti-infantry AND anti-armor for each racial heavy then who knows if there will be more long range heavy weapons.
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pagl1u M
Maphia Clan Unit Unicorn
573
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Posted - 2014.04.11 17:28:00 -
[28] - Quote
If You just give it high range while decreasing the dps you just create a light weapon restricted to heavies. So, let it have a REALLY low rof (4 shots a second for example) with a huge dmg per shot, also make it so it decrease your rotation speed. (like heavy turret in eve that cant turn fast. I havent played a lot of eve so I hope you understand what I mean) |
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Mikramurka Shock Troop Minmatar Republic
307
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Posted - 2014.04.11 17:32:00 -
[29] - Quote
There are enough real issues with the game that making up ones that don't exist is useless, feel free to continue qq about elves and unicorns. |
Joseph Ridgeson
WarRavens League of Infamy
1126
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Posted - 2014.04.11 17:41:00 -
[30] - Quote
Zahle Undt wrote: 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. Stating that Heavies aren't slow because of LAV's is like saying that Logistics are not ground based because of Dropships or Assaults have over 3,000 health because of HAV's.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
1129
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Posted - 2014.04.11 17:51:00 -
[31] - Quote
I'd imagine the same way they balanced the bolt pistol - Slow RoF
Then the Gallente weapon would be somewhere between the two. Personally I say it should be a flamefrower
The Amarr might be trickier. I can see it as a gatling laser or a massive version of the LR - Perhaps even combining anti infantry and anti tank depending on the heat build-up.
On another note, how would they balance a Minmatar artillery gun? Single shot, immense alpha, incredibly slow reload time would be my guess.
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Disturbingly Bored
Forum Warfare
2195
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Posted - 2014.04.11 18:02:00 -
[32] - Quote
Ghost Kaisar wrote:The Rail HMG better have some hella recoil and a huge spool up time. Otherwise, that thing will be on every rooftop
Just because people keep mentioning it:
There will only be four heavy weapons. One for each race, not a racial version of each. There will be no laser or rail or blaster HMG.
In terms of balance, I believe the remaining two heavy weapons should be powerful but as quirky to use as the Forge Gun. We have near-certain confirmation on a Plasma Mortar, which I can only hope is an indirect fire weapon a la the mortar in Gears of War.
No one has any idea how the Scrambler Lance will work, though. It sounds very close-range.
I just don't see CCP introducing a heavy weapon with solid mid-long range performance for the very reasons the OP brought up.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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