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KaTaLy5t-87
Shadow Company HQ Lokun Listamenn
171
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Posted - 2014.04.12 15:26:00 -
[31] - Quote
I've killed a few people at 50 metres-ish but they were standing still for ages to let me peel away their HP. I have never one-shotted anyone at any range with a HMG so people who say that are talking crap. People think not being able to solo a heavy toe to toe makes the heavy OP. Perhaps the person attempting to solo the heavy head on is just stupid? I'm sorry but if you run straight at me from across the street then you deserve to die.
Like I said in my first post, a good heavy with logi combo is very hard to counter for unorganised players. Again, if you bum rush me in your starter fit with a MLT AR while my logi is repping me then you are likely to die.
Another reason heavies are perceived to be OP is because most heavies are smart enough to know their territory and stick to it. Tight spaces and enclosed areas are meant to be the home of the fat-man. That is where we are most effective. You won't usually catch a heavy trying to cross open ground on foot for a number of reasons but mainly because we will get toasted by a RR, CR or a tank before we reach our destination. |
VonSpliff
TeamPlayers Dirt Nap Squad.
141
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Posted - 2014.04.12 15:29:00 -
[32] - Quote
LEHON Xeon wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. There's one major flaw with that line of thought. In something like a domination match where the objective is in an installation like the Gallente facility, if you get 6-7 guys using sentinels with HMGs and a repper logi, absolutely no one is going to get in there ever. That is broken. Who wants to have matches like that of nothing but a back and forth bout of a bunch of heavies with HMGs or after 6 minutes some guy in a scout suit manages to get in, kills one or two but instantly gets mowed down only for them to respawn in the same location again?
Hmmm who wants to play matches with maxed tanks on both sides. But we do. Tactic tactics tactics. Proto hive and Nade spam is one way to mess with a swarm of heavies. Charged Scr for cover. Adapt or die. Dust 514
"It never got weird enough for me." Dr. T
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
423
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Posted - 2014.04.12 15:44:00 -
[33] - Quote
VonSpliff wrote:LEHON Xeon wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. There's one major flaw with that line of thought. In something like a domination match where the objective is in an installation like the Gallente facility, if you get 6-7 guys using sentinels with HMGs and a repper logi, absolutely no one is going to get in there ever. That is broken. Who wants to have matches like that of nothing but a back and forth bout of a bunch of heavies with HMGs or after 6 minutes some guy in a scout suit manages to get in, kills one or two but instantly gets mowed down only for them to respawn in the same location again? Hmmm who wants to play matches with maxed tanks on both sides. But we do. Tactic tactics tactics. Proto hive and Nade spam is one way to mess with a swarm of heavies. Charged Scr for cover. Adapt or die. Dust 514
Well, tanks can't reach into all areas of buildings. They don't reach and camp underground passageways. In most maps, around an objective, tanks can be avoided somewhere. Like I said, it's real simple, all you have to do is have about 7-8 HMG sentinels, have them camp around the objective in the silo in the Gallente map and have a repper logi or two with triage hives and proto rep tool. 3-4 sentinels watch each side, and with the HMG range out to 40m, all ways in are easily covered.
Grenade spam? Yeah, still kind of effective provided you don't get gunned down immediately if you have to step out to throw.
I don't care really about skirmish matches overall. In there they can't all camp one location. However for domination, it causes a lot of problems based upon the map. Also under your logic I'll say the same thing for scouts that people claim are OP. Use tactics to take out the new scouts then also and "adapt or die" to them, like you said.
Always the last person to leave. Always the one cleaning up people's messes.
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VALCORE72
NECROM0NGERS Caps and Mercs
132
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Posted - 2014.04.12 16:28:00 -
[34] - Quote
i think its the sp investment . 1 . ccp needs to take out basic suits and dump that sp used for it on main suits sp on tier 4 going to 5 ......2 . sp class should be assault 2.5 mill sp , logie 3mill sp , scouts 4 mill sp , heavys 5mill sp , how does it take same time for for all suits . assault and logies should be far more common then the more specialised suits made for there role . i do forsee more respecs down the road if they ever want to get this game moven forward . |
Enki Kalgarian
Northwind Alliance Dark Taboo
77
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Posted - 2014.04.12 16:49:00 -
[35] - Quote
I think heavies are finally where they should be they should be left alone on the other hand how about them bloody scouts. |
lithkul devant
Legions of Infinite Dominion Zero-Day
174
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Posted - 2014.04.12 16:50:00 -
[36] - Quote
LEHON Xeon wrote:VonSpliff wrote:LEHON Xeon wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. There's one major flaw with that line of thought. In something like a domination match where the objective is in an installation like the Gallente facility, if you get 6-7 guys using sentinels with HMGs and a repper logi, absolutely no one is going to get in there ever. That is broken. Who wants to have matches like that of nothing but a back and forth bout of a bunch of heavies with HMGs or after 6 minutes some guy in a scout suit manages to get in, kills one or two but instantly gets mowed down only for them to respawn in the same location again? Hmmm who wants to play matches with maxed tanks on both sides. But we do. Tactic tactics tactics. Proto hive and Nade spam is one way to mess with a swarm of heavies. Charged Scr for cover. Adapt or die. Dust 514 Well, tanks can't reach into all areas of buildings. They don't reach and camp underground passageways. In most maps, around an objective, tanks can be avoided somewhere. Like I said, it's real simple, all you have to do is have about 7-8 HMG sentinels, have them camp around the objective in the silo in the Gallente map and have a repper logi or two with triage hives and proto rep tool. 3-4 sentinels watch each side, and with the HMG range out to 40m, all ways in are easily covered. Grenade spam? Yeah, still kind of effective provided you don't get gunned down immediately if you have to step out to throw. I don't care really about skirmish matches overall. In there they can't all camp one location. However for domination, it causes a lot of problems based upon the map. Also under your logic I'll say the same thing for scouts that people claim are OP. Use tactics to take out the new scouts then also and "adapt or die" to them, like you said.
I have to disagree with you, while that is a powerful tactic and can indeed block most of it, 2 heavies with forge guns and a logi will punch right through that wall 1 shoting the heavies in front of them and can do it from far enough back. Say at around 40-50m. Another way to destroy the tactic is to use the laser rifle, I know you'd probably laugh at this, but when that sucker gets frying a heavies head they move out of the way damn fast and break rank.
Another tactic I have seen while it being suicidal is to get a scout, load him up with RE's and a cloak, when the heavies are reloading or distracted rush in throw all the RE's down as fast as possible, then even on the death screen just set off all the RE's, that line of Heavies is now dead and probably the logi that was repairing them too.
If even that fails, lure the heavies and enemy team out, by not going in and suiciding, or do a collection of WP using logis till you get an orbital and just blast the point, most the heavies and the logi will probably die, then rush in and clean up what is left.
The problem you are currently trying to portray is where the Sentinel is at the most optimal of what it is supposed to do, with a gun that is made to be heavy supression/able to kill a lot of idiots. A line defender, defending an objective, it would be like complaining that someone with a sniper rifle nailed you at 200 yards away and your RR could not hit them back as hard or fast. The best way to fight a Sentinel or a Sniper is make it where they are out of the comfort zone, where they have to take additional risk in order for getting a payout.(not bringing up the redline issue in this, that is a whole other issue) |
iliel
Capital Acquisitions LLC Dirt Nap Squad.
27
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Posted - 2014.04.12 16:51:00 -
[37] - Quote
Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it.
I bolded the belief that is essentially ruining this game. Sorry, but no one who specs into any suit is ENTITLED to win a fight. The HMG, like every other weapon, should require SKILL to win a fight. A scout, assault, or even logi,should be able to have a fighting chance dancing around a Heavy.
But ONE burst at 40 or less meters kills anything in this game instantly - - and I mean instantly. Both my scout and logi go down in seconds. While 1.8 was supposed to be a TTK buff, any conflict with a Heavy means death in less than a second. How is this not OP (i.e., over-powered)?
Sorry, but just because the shotgun/cloak combo is OP, and the gallente scout cloaked brick-tank is OP,,does not mean that the Heavy's are balanced by them. All three need to be fixed. (And the cloak is not the problem. Perhaps make the cloak subtract a percentage of armor, which goes down per level, so 50% at basic, 30% at adv, and 10% at proto?)
For the Heavies, though, the fix is simple: lower the Heavy's turn speed and remove the snaring effect of bullets landed (for this effect basically buffs the hmgs, crs, and smgs). This would fix both the HMG and fix the Heavy-with-light-weapon situation. Lore wise, it would make sense, because they're bricked out, so should move slowly in all respects. Simple fix. Ought to be a hotfix. |
VALCORE72
NECROM0NGERS Caps and Mercs
132
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Posted - 2014.04.12 16:59:00 -
[38] - Quote
burst only has 4 shots befor over heat . how to handle ? send in 4 guys -dead heavy heavys . were never ment to be solod . that why we have short range . iv used the burst since 1.3. no one yelled op then and was just as good |
iliel
Capital Acquisitions LLC Dirt Nap Squad.
28
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Posted - 2014.04.12 17:11:00 -
[39] - Quote
VALCORE72 wrote:burst only has 4 shots befor over heat . how to handle ? send in 4 guys -dead heavy heavys . were never ment to be solod . that why we have short range . iv used the burst since 1.3. no one yelled op then and was just as good
4 bursts you say. I'll have to double check my six kin.
As for the absurdity of yelling op now, when was the last time that every other gun in the game (except shotgun) was nerfed twice (once directly to damage and once indirectly via passive Heavy dmg resistances)? |
Zahle Undt
Bullet Cluster Lokun Listamenn
1319
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Posted - 2014.04.12 17:22:00 -
[40] - Quote
HMGs are a problem, as I said they would be, nerfing all the light rifles while leaving the HMG untouched created imbalance. Reduce damage on HMG at about the same level the CR was. Sentinels get too much CPU/PG no other suit in the game can fit all proto weapons, modules, and grenades save for the Sentinel reduce the CPU/PG to make them have to make choices like every other suit class does.
The only reason more people aren't noticing and thus QQing about the Sentinels (mostly Gallente and Amarr) is because of us cloaked scouts that everyone is complaining about (and in many cases rightfully so). The only thing keeping the Sentinel population in check is the cloaked scout.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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ReGnYuM
Dirt Nap Squad.
2717
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Posted - 2014.04.12 17:29:00 -
[41] - Quote
I really do not think anybody is debating that the Heavy + HMG should not be the King of CQC, or even insinuating that it is broken.
I think people are more or less frustrated with the HMG. It really does need a range nerf in my opinion.
The Pathway to Hell, is paved with good intentions
Total Molden Heath Domination Imminent: 97.51% Complete
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VALCORE72
NECROM0NGERS Caps and Mercs
132
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Posted - 2014.04.12 17:31:00 -
[42] - Quote
longer range or shorter ? |
Seymor Krelborn
DUST University Ivy League
1840
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Posted - 2014.04.12 17:32:00 -
[43] - Quote
[quote=John ShepardIII]I hear a lot of people saying heavies are OP, and a lot saying they need a buff. So what do you think??? I believe heavies are pretty much fine where there are at right now. I mean there resistances should work on there shield and armor instead of just one or the other. Because there not even resistant to all guns so atleast make the ones they are resistant to apply to there shields and armor, but that's just what I think.[/quote
heavies are fine the way they are. there are only to kinds of players who disagree, the really bad ones, and the ones who think they should be able to one shot everything.
when you consider how slow they move, the lack of any equip slots, and the lowest amount of slots (high and low) over all, heavy resists and loads of hp compensate this perfectly.
people also need to consider the progression of their skills and the heavy they are facing, are all the appropriate skills to 5? is proto involved? is sadi heavy or his opponent part of an organized sqd or team?
there seems to be a serious issue with the community's perception of what one merc should be capable of on his own, unfortunately ccp cant patch that....
this game makes me sad....
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steelRatt
L.O.T.I.S. D.E.F.I.A.N.C.E
16
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Posted - 2014.04.12 17:43:00 -
[44] - Quote
Shion Typhon wrote:Jacques Cayton II wrote:Shion Typhon wrote:The actual heavy itself or the whole package with HMG?
The Heavy as a drop suit is pretty much perfect, it is tough to kill but not impossible the EHP are just about right and I definitely don't think it should be nerfed. The suit actually "feels" different when you're fighting against it which is good for variety.
The HMG is a different matter. People maintain its a CQC weapon but I've been insta-killed by HMGs at extreme ranges (we're talking scrambler/RR ranges) on many occasions. I think their effective range is too high, I have no problem being turned to paste <40m but they shouldn't be getting instant kills at 50-80m. What? Dude hmgs past 50m can't hit **** unless they have been shooting at you for 4-5 seconds This is not my experience, but your mileage may vary. My wild and no-proof guess would be lucky headshots due to the sheer ROF making HMGs appear to work well past normal range. Like I said though, no proof.
Iv been a heavy forever. The suits seam fine now tho I'm running a mini sentinel now I would like to see some work on shields or armor I love there speed. To start with i was running it with a normal hmg then had a go with the burst I find it fits the suit hit and run still style more I do how ever think the range is a little longer then before also hmg vs bunny bouncy scouts no so fun what with slow moving speeds on the guns. So there only CQC to a certain extent.
Defeat dose not exist to them that are willing.
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KaTaLy5t-87
Shadow Company HQ Lokun Listamenn
173
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Posted - 2014.04.12 17:55:00 -
[45] - Quote
NextDark Knight wrote:I'd like some of the CCP reps or the C(P)M to comment on all that crazy heavy nerf scare tatics that happened after the patch.
I would not like the CPM to comment on anything because they know jack **** about this game and I couldn't care less what they have to say about anything. |
Principus Shmoof Triariian
Sardianii-Triarii Planetary Services Armed-n-Hammered
102
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Posted - 2014.04.12 17:58:00 -
[46] - Quote
Less nerf/buff, more new content please |
KaTaLy5t-87
Shadow Company HQ Lokun Listamenn
174
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Posted - 2014.04.12 18:01:00 -
[47] - Quote
Seymor Krelborn wrote:John ShepardIII wrote:I hear a lot of people saying heavies are OP, and a lot saying they need a buff. So what do you think??? I believe heavies are pretty much fine where there are at right now. I mean there resistances should work on there shield and armor instead of just one or the other. Because there not even resistant to all guns so atleast make the ones they are resistant to apply to there shields and armor, but that's just what I think. heavies are fine the way they are. there are only two kinds of players who disagree, the really bad ones, and the ones who think they should be able to one shot everything. when you consider how slow they move, the lack of any equip slots, and the lowest amount of slots (high and low) over all, heavy resists and loads of hp compensate this perfectly. people also need to consider the progression of their skills and the heavy they are facing, are all the appropriate skills to 5? is proto involved? is said heavy or his opponent part of an organized sqd or team? there seems to be a serious issue with the community's perception of what one merc should be capable of on his own, unfortunately ccp cant patch that....
CCP keep patching this game to compensate for bad players who cry OP at anything that can kill their scrub ass. I remember back in chromosome when I played as an Assault and if I heard a HMG firing I would turn and run the other way because it would almost certainly mean my death if I ran straight into them.
Heavies are the slowest moving thing in the game and there are a lot of ways to kill us! People just need to figure out that a lone merc should not be able to solo a heavy head on, end of! |
Zahle Undt
Bullet Cluster Lokun Listamenn
1319
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Posted - 2014.04.12 18:05:00 -
[48] - Quote
Seymor Krelborn wrote:
heavies are fine the way they are. there are only two kinds of players who disagree, the really bad ones, and the ones who think they should be able to one shot everything.
How about this, the only people that think heavies are fine the way they are are scrubs with crap aim and tactics who need HP, resistances, and the ultimate spray and pray gun to make up for their lack of skills.
Isn't it amazing how anyone can insult someone for disagreeing with their opinion?
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Rusty Shallows
1498
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Posted - 2014.04.12 18:35:00 -
[49] - Quote
NextDark Knight wrote:There was a big crazy push to nerf the living @#$@ out of heavies at the start of this build. Now that the community has play tested it for a few weeks some of the heavies could use a micro buff.
There was one build everyone wanted to do flat out nerf to but in playing ambush we found just moving the battle away form these heavies they can't even get in range to kill anyone. The run time is slow and boring and the straight up nerf to LAVs makes using these heavies even less important.
Plus CCP STILL NEEDS TO RELEASE THE KILL/DEATH STATS ON THE FORGE GUN TO SEE WHY IT BEEN NERFED SO HARD IN RELATION TO OTHER GUNS! THEY ARE JUST PROMOTING ONE GROUP OF PLAYERS AND DISREGARDING ANOTHER COMPLETELY IN A FORM OF FAVORTISM. (Uggg.. how many freaking times will I have to rewrite this!!!)
What you are observing is part of a cycle. Whether it be glitch or design the HMG and Forge Gun trade off in usefulness. Most of Uprising has been for the Forge Gun. Chromosome the HMG.
Don't hold your breath on getting useful numbers from CCP. It is not in their bet interest to actively shine a light on goof-ups. However you can rest assured a Dev will eventually notice the numbers. Even better it won't be like Eve Online where a known problem like a moon goo exploit was left unchecked for years. The Shanghai team is more capable in that department.
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Seymor Krelborn
DUST University Ivy League
1841
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Posted - 2014.04.12 18:38:00 -
[50] - Quote
Zahle Undt wrote:Seymor Krelborn wrote:
heavies are fine the way they are. there are only two kinds of players who disagree, the really bad ones, and the ones who think they should be able to one shot everything.
How about this, the only people that think heavies are fine the way they are are scrubs with crap aim and tactics who need HP, resistances, and the ultimate spray and pray gun to make up for their lack of skills. Isn't it amazing how anyone can insult someone for disagreeing with their opinion?
I assume your intended insult directed at me (which is lacking since you don't know me) comes from your conclusion that I must be a heavy.... I'm not... never have been... I have an alt heavy that isn't near skilled to 5 in anything whom I haven't played for the better part of the year....
I play a minmitar logi and mostly only use my DREN suit with a DREN assault rifle or shotty and remotes...with my remotes I can 1 shot a heavy (obviously) with my other weapons its tough and almost impossible in a frontal assault.... the way it should be...
I did not intend to insult anyone, but if you took it that way then you must be one of the people who QQ about heavies, so I have 2 things to say to you.
1. stop being so sensitive (htfu)
2. see 1
this game makes me sad....
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Rusty Shallows
1498
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Posted - 2014.04.12 19:27:00 -
[51] - Quote
Zahle Undt wrote:HMGs are a problem, as I said they would be, nerfing all the light rifles while leaving the HMG untouched created imbalance. Reduce damage on HMG at about the same level the CR was. Sentinels get too much CPU/PG no other suit in the game can fit all proto weapons, modules, and grenades save for the Sentinel reduce the CPU/PG to make them have to make choices like every other suit class does.
The only reason more people aren't noticing and thus QQing about the Sentinels (mostly Gallente and Amarr) is because of us cloaked scouts that everyone is complaining about (and in many cases rightfully so). The only thing keeping the Sentinel population in check is the cloaked scout. Pre-1.8 there was an imbalance between HMGs and the Big Four Rifles. Before fall last year there was an imbalance between the HMG and Assault Rifle. Always in favor of the light weapon in Dust history. The one exception being in Chrome with Heavy Weapon Sharpshooter at 4 or 5 against Assault Rifle users with Light Weapon Sharpshooter 0. Nerfing DPS on the HMG now will probably put pressure to nerf Rifles again. It's a bit murky because the effect of stacking the old complex damage mods was never widely discussed.
My Forge Gun fits disagree with your excess PG claim. The amount of proto I can fit on my Logi isn't any less either. As an added bonus I have more fitting options on the Logi. Sentinels have fewer slots and yet you're making that drawback seem like it is an advantage. If there is a problem then identify it as much as possible. Generic CPU/PG nerfing has no purpose except screw over Basic Sentinel fits.
Scouts are not keeping Heavies in check because they are not out of control. Rifles still slaughter Heavies on open ground with any range outside 20m. On my Combat Engineer ALT in terrain I flux them then backwards walk around obstructions while angling shots. Any combined fire with half decent weapons will swiftly kill Heavies just like any other Frame. Small Rails on LAVs are hilariously effective. Without full health Remote Explosives still One-Hit-Kill. Grenade spam still works but it takes multiple people now. From my position Uprising 1.8 has pushed this game closer to a Tactical Game instead of the Gimmicky Twitch FPS it was.
Forums > Game: So here is a cookie and a Like. Please keep posting.
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Rusty Shallows
1498
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Posted - 2014.04.12 19:33:00 -
[52] - Quote
ReGnYuM wrote:I really do not think anybody is debating that the Heavy + HMG should not be the King of CQC, or even insinuating that it is broken.
I think people are more or less frustrated with the HMG. It really does need a range nerf in my opinion. Are you talking about the Assault HMG? Did CCP ninja buff the range of all HMGs?
I haven't evaluated the Assault HMG since last year. The extra range was worth less than the lower damage.
Forums > Game: So here is a cookie and a Like. Please keep posting.
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NextDark Knight
Hellstorm Inc League of Infamy
359
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Posted - 2014.04.12 19:43:00 -
[53] - Quote
I haven't touched the Assault HMG cause it looked like the range was the same in the notes on the gun. Yet I seen people using it in Domination. The only thing I remember about the Assault HMG was the spread being tighter, yet I didn't use it enough to know if that is true.
The HMG doesn't feel as over powered as some of the previous posters are letting on to believe. As a Heavy Weapon Class weapon it seams perfect for what it does, I think those people need to put a range extender to they can know where a heavy is so they can GTFO.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Zahle Undt
Bullet Cluster Lokun Listamenn
1319
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Posted - 2014.04.12 19:45:00 -
[54] - Quote
Seymor Krelborn wrote:Zahle Undt wrote:Seymor Krelborn wrote:
heavies are fine the way they are. there are only two kinds of players who disagree, the really bad ones, and the ones who think they should be able to one shot everything.
How about this, the only people that think heavies are fine the way they are are scrubs with crap aim and tactics who need HP, resistances, and the ultimate spray and pray gun to make up for their lack of skills. Isn't it amazing how anyone can insult someone for disagreeing with their opinion? I assume your intended insult directed at me (which is lacking since you don't know me) comes from your conclusion that I must be a heavy.... I'm not... never have been... I have an alt heavy that isn't near skilled to 5 in anything whom I haven't played for the better part of the year.... I play a minmitar logi and mostly only use my DREN suit with a DREN assault rifle or shotty and remotes...with my remotes I can 1 shot a heavy (obviously) with my other weapons its tough and almost impossible in a frontal assault.... the way it should be... I did not intend to insult anyone, but if you took it that way then you must be one of the people who QQ about heavies, so I have 2 things to say to you. 1. stop being so sensitive (htfu) 2. see 1
I was pointing out the absurdity of what you said with some absurdity of my own. Nothing more nothing less.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Zaaeed Massani
RisingSuns Dark Taboo
149
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Posted - 2014.04.12 20:43:00 -
[55] - Quote
VALCORE72 wrote:i think its the sp investment . 1 . ccp needs to take out basic suits and dump that sp used for it on main suits sp on tier 4 going to 5 ......2 . sp class should be assault 2.5 mill sp , logie 3mill sp , scouts 4 mill sp , heavys 5mill sp , how does it take same time for for all suits . assault and logies should be far more common then the more specialised suits made for there role . i do forsee more respecs down the road if they ever want to get this game moven forward .
Assaults and Logis are designed for a specialized role...
Megaman Trigger wrote:No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win.
CCP has stated that in a 1v1 situation, an assault should beat a sentinel. I'm at work and can't be bothered to find the exact post, but I specifically remember a dev saying that.
My .02 ISK? See below:
Zaaeed Massani wrote:Heavies as a suit are fine... Minmatar Heavy needs either a substantial HP buff or another speed buff for the low ehp to be worth it. (EDIT: or an extra H/L slot...or both...) And all heavies need to be locked to heavy weapons in the H slot and sidearm weapons in the S slot...with the obvious exception of commandos. I'm so tired of people taking MLT heavy suits and/or STD+ heavy/sentinel suits, throwing a RR/CR/MD on it and proceeding to wreck everything on the battlefield in a cheap suit while providing absolutely ZERO utility to their team. Fix it, CCP!
That said, I would like to reiterate that heavies as a suit are fine. With my Minmatar Commando I shred any and all heavies beyond 20-30 yards. The engagement goes something like this:
1) I'm running from one point to another. 375 shields 325 armor. 2) HMG heavy sees me and opens fire from 25+ meters away. 3) My shields drop to 350/375 and I turn to the attacking heavy. We'll say he has 400 shields and 700 armor. 4) I open fire with my CR, be it my BK-42 or RS-90. I'm currently 330/375 shields. Opposing heavy drops to 300/400 shields. 5) Opposing heavy walks toward me. I backpedal, continuing to fire. 300/375 vs 200/400. 6) 250/375. 50/400. 7) 200/375. 0/400, 650/700. 8) Heavy begins to look for cover. I press the advantage and attack. 175/375, 500/700 9) Heavy tucks tail and runs. I follow. 175/375, 350/700. 10) Heavy reaches cover and hides behind it to wait for me, 193/375, 350/700. 11) I whip out my MD and open fire around the corner. 201/375, 175/700. 12) I continue to rain fire (literally). 219/275, 0/700. 13) +50 14) Return to the objective I was originally headed to after a slight detour.
If the heavy has a logi it's completely different. Immediately go to MD and force them back when I find cover. But the above story is generally how it goes 1v1.
Proud Federal Marine & Republic Commando
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Do you even lift?
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
424
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Posted - 2014.04.12 21:29:00 -
[56] - Quote
lithkul devant wrote:LEHON Xeon wrote:VonSpliff wrote:LEHON Xeon wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. There's one major flaw with that line of thought. In something like a domination match where the objective is in an installation like the Gallente facility, if you get 6-7 guys using sentinels with HMGs and a repper logi, absolutely no one is going to get in there ever. That is broken. Who wants to have matches like that of nothing but a back and forth bout of a bunch of heavies with HMGs or after 6 minutes some guy in a scout suit manages to get in, kills one or two but instantly gets mowed down only for them to respawn in the same location again? Hmmm who wants to play matches with maxed tanks on both sides. But we do. Tactic tactics tactics. Proto hive and Nade spam is one way to mess with a swarm of heavies. Charged Scr for cover. Adapt or die. Dust 514 Well, tanks can't reach into all areas of buildings. They don't reach and camp underground passageways. In most maps, around an objective, tanks can be avoided somewhere. Like I said, it's real simple, all you have to do is have about 7-8 HMG sentinels, have them camp around the objective in the silo in the Gallente map and have a repper logi or two with triage hives and proto rep tool. 3-4 sentinels watch each side, and with the HMG range out to 40m, all ways in are easily covered. Grenade spam? Yeah, still kind of effective provided you don't get gunned down immediately if you have to step out to throw. I don't care really about skirmish matches overall. In there they can't all camp one location. However for domination, it causes a lot of problems based upon the map. Also under your logic I'll say the same thing for scouts that people claim are OP. Use tactics to take out the new scouts then also and "adapt or die" to them, like you said. I have to disagree with you, while that is a powerful tactic and can indeed block most of it, 2 heavies with forge guns and a logi will punch right through that wall 1 shoting the heavies in front of them and can do it from far enough back. Say at around 40-50m. Another way to destroy the tactic is to use the laser rifle, I know you'd probably laugh at this, but when that sucker gets frying a heavies head they move out of the way damn fast and break rank. Another tactic I have seen while it being suicidal is to get a scout, load him up with RE's and a cloak, when the heavies are reloading or distracted rush in throw all the RE's down as fast as possible, then even on the death screen just set off all the RE's, that line of Heavies is now dead and probably the logi that was repairing them too. If even that fails, lure the heavies and enemy team out, by not going in and suiciding, or do a collection of WP using logis till you get an orbital and just blast the point, most the heavies and the logi will probably die, then rush in and clean up what is left. The problem you are currently trying to portray is where the Sentinel is at the most optimal of what it is supposed to do, with a gun that is made to be heavy supression/able to kill a lot of idiots. A line defender, defending an objective, it would be like complaining that someone with a sniper rifle nailed you at 200 yards away and your RR could not hit them back as hard or fast. The best way to fight a Sentinel or a Sniper is make it where they are out of the comfort zone, where they have to take additional risk in order for getting a payout.(not bringing up the redline issue in this, that is a whole other issue)
I guess my main issue currently is with the HMG itself more than the suits. That immediate slowdown effect needs to be gotten rid of. People need a chance to be able to get away and out of the way like with every other gun.
Always the last person to leave. Always the one cleaning up people's messes.
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xSir Campsalotx
G0DS AM0NG MEN Dirt Nap Squad.
196
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Posted - 2014.04.13 00:48:00 -
[57] - Quote
You know how only a heavy (basic, sentinel) can fit a heavy weapon? What if only assualts and commando can fit Racial assualt rifles (scrambler, combat, rail, assualt). No more QQ about sentinels with rails, no more crying about bricked tank scouts with assualt rifles, and this simultaneously gives assualts and commandos a great advantage... Use of assualt rifles like the heavy's use of heavy weapons. Scouts who need a balancing pass get it and all the FOTM chasers go back to the only suits that can don the impressive ARs.
I am a scout and a heavy
G0DS AM0NG MEN Director
1.8 is going to be Heavy 514 they said... Looking around all I see are twig men
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Kierkegaard Soren
Forsaken Immortals Top Men.
276
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Posted - 2014.04.13 08:32:00 -
[58] - Quote
iliel wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. I bolded the belief that is essentially ruining this game. Sorry, but no one who specs into any suit is ENTITLED to win a fight. The HMG, like every other weapon, should require SKILL to win a fight. A scout, assault, or even logi,should be able to have a fighting chance dancing around a Heavy. But ONE burst at 40 or less meters kills anything in this game instantly - - and I mean instantly. Both my scout and logi go down in seconds. While 1.8 was supposed to be a TTK buff, any conflict with a Heavy means death in less than a second. How is this not OP (i.e., over-powered)? Sorry, but just because the shotgun/cloak combo is OP, and the gallente scout cloaked brick-tank is OP,,does not mean that the Heavy's are balanced by them. All three need to be fixed. (And the cloak is not the problem. Perhaps make the cloak subtract a percentage of armor, which goes down per level, so 50% at basic, 30% at adv, and 10% at proto?) For the Heavies, though, the fix is simple: lower the Heavy's turn speed and remove the snaring effect of bullets landed (for this effect basically buffs the hmgs, crs, and smgs). This would fix both the HMG and fix the Heavy-with-light-weapon situation. Lore wise, it would make sense, because they're bricked out, so should move slowly in all respects. Simple fix. Ought to be a hotfix.
Sorry, but I have to disagree here with your desire to have all suits balanced against one another. I understand where you're coming from, and if this game were a series of 1v1 duels then you'd be spot on with asking for a valid chance against any suit, but this is a team based game and I think it's just fine to have suits that require concentrated fire to nullify, so long as they pay for this resilience with other drawbacks built into their design. The heavy has these; the speed, the hitbox, the lack of self-sufficiency through the loss of an equipment slot. They are a battering ram that can punch through squads by the might of their power alone, but their reach is limited both literally and figuratively, and to get the best out of them you really have to use your head.
Consider this: for the heavy and his HMG, pulling the trigger and tearing you apart was the easy part, the payoff if you will. To get to that payoff moment, he had to manoeuvre his way into the fight without being picked off by rails and the like, hug cover, judge distance and the likely hood of you having friends close by to reinforce, and then make a call. Commit to the fight in a fat suit and you commit to the death, yours or his. No hit and runs, it's just not an option. You win the fight before you pull the trigger, because you made the right call to engage.
The burst HMG just complicates this further because the damned thing actually needs to be aimed properly to make it work. Can't just spray and pray with it, you just over heat and hit thin air. When you get the hang of them, however...well. You know what that feels like.
Look, I'm basing all of this on mere personal experience and I'm sure won't agree with everything I've just said, but please realise that this suit is just a ton of fun to use at last, and whilst it certainly has its comfort zone it is not without fault or flaw, and woe betide the player who ignores them when they suit up in one of these things. Because it's going to butthurt both them and their wallet.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
474
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Posted - 2014.04.13 08:45:00 -
[59] - Quote
The only thing that needs a fix is the BLODEY sprint glitch.
That and the geting stuck on grownd are the deadliest thing in game when speed tanking
Don't dare to mess the heavies upp they are fine. ( I am a scout )
War never changes
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Rygharr Sturmeister
DUST University Ivy League
11
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Posted - 2014.04.13 17:33:00 -
[60] - Quote
iliel wrote:Megaman Trigger wrote:HP wise, the Sentinel is just fine. They are, by design, supposed to be able to survive massive amounts of damage while dishing it out. The description for the suit even says they're the only Drop Suit that can reliably go head-to-head with a tank. No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win. They don't need a nerf, they just need to be approached with different tactics in a firefight. Engage at range, outside of the HMG's effective range, or in groups, 2v1 or better if you can manage it. I bolded the belief that is essentially ruining this game. Sorry, but no one who specs into any suit is ENTITLED to win a fight. The HMG, like every other weapon, should require SKILL to win a fight. A scout, assault, or even logi,should be able to have a fighting chance dancing around a Heavy.
Perhaps we should be more specific and take the underlined and italicized part into consideration:
Megaman Trigger wrote:No one but another Sentinel should be able to take a Sentinel head-on inside HMG range and be able to win.
Megaman does not say that the a Sentinel must necessarily win a fight against any non-Sentinel, full stop. He mentions two conditions:
A. The fight is head on B. The combatants are within HMG range
If you get yourself beyond the range of the HMG OR start the engagement from his rear/flank (or both), you will have negated most of his advantages.
Now, I agree with you in that even if the conditions listed above are met, the HMG heavy shouldn't automatically win. If the non-heavy is a good strafer and the heavy is lousy at tracking the heavy should lose. I do believe however that it should be more difficult for the non-heavy to come out victorious. This is the essence of a rock-paper-scissors type game.
But rock-paper-scissors doesn't work if rocks beats all, right? What is the paper to the HMG heavy's rock?
The answer is: anything that see it, maneuver around it, and get itself outside the heavy's ideal range of engagement . This may be a scout, but it may easily be a medium suit as well. Both are faster than the heavy and can passive scan him whilst being invisible to his scans. They can also jump to places a heavy cannot access and generally maintain distance from a heavy who has no chance of keeping up (especially without being flanked or RE'd).
I agree with you, skill should be required to win a fight. The HMG heavy should not be an "I WIN" button, and it is not, for this reason: In a fight, skill is not limited to the gunfight itself; it also includes finding the most favorable conditions for your type of role/fit. In an objective game, this is significantly more difficult for the slow and blind heavy than it would be for a medium or a scout. A heavy running down a long corridor or out in the open is just food for everybody else. Often without the assistance of the TACNET, he has to assess where the potential threats between him and where he needs to be are and how to get there with the minimum amount of damage (in a more open area, he will have no opportunity to shoot back).
iliel wrote:But ONE burst at 40 or less meters kills anything in this game instantly - - and I mean instantly. Both my scout and logi go down in seconds. While 1.8 was supposed to be a TTK buff, any conflict with a Heavy means death in less than a second. How is this not OP (i.e., over-powered)?
I am a full time HMG user, and i can tell you that even scouts and starter fits do not die instantly to an MH-82 at 40 meters. Anything past 30, and you see an exponential increase in TTK for the HMG. Even at 30 it takes me around 2 seconds to take out most medium suits, which is sometimes more time than it takes some rifles to kill me in my STD Caldari Sentinel. We can test this on video if you wish.
iliel wrote:For the Heavies, though, the fix is simple: lower the Heavy's turn speed and remove the snaring effect of bullets landed (for this effect basically buffs the hmgs, crs, and smgs). This would fix both the HMG and fix the Heavy-with-light-weapon situation. Lore wise, it would make sense, because they're bricked out, so should move slowly in all respects. Simple fix. Ought to be a hotfix.
I agree with you that the slowdown effect should be removed; if a player is fast enough to react to being shot he should have the opportunity to get to cover.
However, I don't believe the heavy's turn speed should be reduced, this would hurt his CQC role too much. If a nerf really is necessary for the heavy, reduce its sprint speed. This will narrow the useful envelope of the suit and prevent it from being abused without harming what it's supposed to be good at.
I really do believe that the HMG heavy has a proper niche without being overpowered. Non-commando heavies with light weapons however, are a completely different issue that I believe unbalances the role of the suit. There's a reason commandos have lower HP than other heavies. |
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