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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8839
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Posted - 2014.04.22 18:15:00 -
[1] - Quote
CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry -
Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair.
/me activates flame shield
Overlord of all humans CAT MERC
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
723
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Posted - 2014.04.22 18:19:00 -
[2] - Quote
The only one that need a look at are the Gal.Heavy and the Amar.Heavy.
Gal.Heavy have too much HP across all tiers, his resistance make you need to have PROF5 on a RR or CR if you want to apply full dmg.
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
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Duran Lex
Fraternity of St. Venefice Amarr Empire
751
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Posted - 2014.04.22 18:19:00 -
[3] - Quote
Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield
That's Fine By Me actually.
scouts need to be slightly nerfed as well since they are also a bit too powerful. Though until they make the decloaking instantaneous rather then delayed it should be held off. That could be its biggest factor, and a product of the cloak not the suit.
Combined it might make assaults shine a little brighter. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
785
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Posted - 2014.04.22 18:21:00 -
[4] - Quote
I want the reduced turn speed back for heavies, maybe not as much as before, but mid-way between before and now. I hate sneaking up on a heavy and having him insta turn and murder you as you try to get your 3rd SG shot off.
...
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7092
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Posted - 2014.04.22 18:22:00 -
[5] - Quote
They seem to be fine against it's hard counters:
- Remote Explosives
- Shotguns
- Nova Knives
How about we solve the real problems and remove the HMG's snare effect, along with reducing it's turn speeds? Let's see what happens afterwards, and make further changes if necessary.
Along with that a 10% eHP reduction could easily make the Minmatar & Caldari heavies the worst options for Sentinel users.
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Quil Evrything
Triple Terrors
1306
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Posted - 2014.04.22 18:23:00 -
[6] - Quote
When my basic heavy dies in under 2 seconds.... no. no they dont need hp reduction
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Jenza's Pants
The Hetairoi
171
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Posted - 2014.04.22 18:24:00 -
[7] - Quote
Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield
LOL Except Min heavy, AMIRITE? |
Duran Lex
Fraternity of St. Venefice Amarr Empire
751
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Posted - 2014.04.22 18:24:00 -
[8] - Quote
Atiim wrote:They seem to be fine against it's hard counters:
- Remote Explosives
- Shotguns
- Nova Knives
How about we solve the real problems and remove the HMG's snare effect, along with reducing it's turn speeds? Let's see what happens afterwards, and make further changes if necessary. Along with that a 10% eHP reduction could easily make the Minmatar & Caldari heavies the worst options for Sentinel users.
I agree with the snare, but that should be removed with all guns. The turn speed is just a bad idea in general and will allow scouts to walk all over sentinels more so then they can now. When shotgun hit detection works, we can be dominated pretty easily. |
Doctor Day
THE SUPERHEROS
107
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Posted - 2014.04.22 18:27:00 -
[9] - Quote
Llelelellele yeah lets turn down de hp on Senitels so minmatar senitel can be more of a got damn glass cannon
Obvious troll is Obvious
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
723
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Posted - 2014.04.22 18:27:00 -
[10] - Quote
Atiim wrote:They seem to be fine against it's hard counters:
- Remote Explosives
- Shotguns
- Nova Knives
How about we solve the real problems and remove the HMG's snare effect, along with reducing it's turn speeds? Let's see what happens afterwards, and make further changes if necessary. Along with that a 10% eHP reduction could easily make the Minmatar & Caldari heavies the worst options for Sentinel users.
Sorry but the turn speed nerf is ****.Turn rate mean you can't track your target faster enough. That mean that every people jumping on me will make me lose my track. Before trying to target with the HMG was awful. and since hotbox is **** on faster frame ( sometimes i have scout dancing trough a volley of HMG) i don't want to have the hell of time aiming at jumping people and when i finally track them just see my hit pass trough them.
Cal.Heavy-Min.Heavy-Amarr.Heavy
Believe in the FORGE, young padawans
SoloDoloreSuCharlie
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Lv2spd2
Slow And Old
280
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Posted - 2014.04.22 18:27:00 -
[11] - Quote
Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield
I dunno, I kinda enjoy the feeling of horror when I round a corner to see one or more enemy heavies. It just kinda seems RIGHT to me for them to be this scary.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8839
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Posted - 2014.04.22 18:39:00 -
[12] - Quote
Atiim wrote:They seem to be fine against it's hard counters:
- Remote Explosives
- Shotguns
- Nova Knives
How about we solve the real problems and remove the HMG's snare effect, along with reducing it's turn speeds? Let's see what happens afterwards, and make further changes if necessary. Along with that a 10% eHP reduction could easily make the Minmatar & Caldari heavies the worst options for Sentinel users. Remote explosives - Most can survive them, and scouts/logis scanning around tend to get rid of them Shotguns - Without cloaks they would be ****, even then a fully tanked heavy can take 5 shotgun shots Nova Knives - HAHAHAHAHAHAHAHAHAHA
Overlord of all humans CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1118
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Posted - 2014.04.22 18:40:00 -
[13] - Quote
Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor.
I <3 girl gamers
Tears, sweet delicious tears
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Seeth Mensch
Capital Acquisitions LLC Dirt Nap Squad.
217
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Posted - 2014.04.22 18:42:00 -
[14] - Quote
Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield
I got no problems with the heavies where they are at....though...in the last few days, I'm having heavies strafe back and forth on me.
A scout.
And they are actually dodging me.
wtf?
/fades away
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8839
|
Posted - 2014.04.22 18:43:00 -
[15] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor. No? I have no problem with the HMG being as deadly as it is, as long as I can actually fight.
I can sit 30 meters out and flank the heavy, and he can still turn around and blap me after I unloaded 1/3rd of my clip into him. Some heavies I literally can't take out with a full clip. I have prof V and I still can't take them out with a full clip. That's insane.
Overlord of all humans CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1118
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Posted - 2014.04.22 18:45:00 -
[16] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor. No? I have no problem with the HMG being as deadly as it is, as long as I can actually fight. I can sit 30 meters out and flank the heavy, and he can still turn around and blap me after I unloaded 1/3rd of my clip into him. Some heavies I literally can't take out with a full clip. I have prof V and I still can't take them out with a full clip. That's insane. Thats because the hmg is op, and only the proto armor heavies have this issue, so its not an issue.
I <3 girl gamers
Tears, sweet delicious tears
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The Terminator T-1000
Skynet Incorporated
408
|
Posted - 2014.04.22 18:45:00 -
[17] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor.
Really? So what purpose would the hmg have with no damage and no range? |
Erobthedude
0uter.Heaven Academy
88
|
Posted - 2014.04.22 18:54:00 -
[18] - Quote
Seems like the range on the HMGs is too far. I tend to keep my distance anyway, but there have been a handful of times where that heavy should not have been able to reach me. The assault scrambler on my Ammando works wonders on you heavy b*astards btw.
"Dear Lord, without you we are butt dust."
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8840
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Posted - 2014.04.22 18:57:00 -
[19] - Quote
Erobthedude wrote:Seems like the range on the HMGs is too far. I tend to keep my distance anyway, but there have been a handful of times where that heavy should not have been able to reach me. The assault scrambler on my Ammando works wonders on you heavy b*astards btw. That's because it has more damage per shot than, say, AR, AND 72 bullets per mag. As well as fastest reload of the rifles.
You have more damage per clip meaning that you can inflict more damage to the enemy. I find myself reloading all the time before I can bring them down to 1/5th armor.
Overlord of all humans CAT MERC
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jerrmy12 kahoalii
Proficiency V.
1118
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Posted - 2014.04.22 18:57:00 -
[20] - Quote
The Terminator T-1000 wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor. Really? So what purpose would the hmg have with no damage and no range? No Reduce fire rate to 2000 or 2,200 Increase damage by 1 or 2 Also loo hmg range, it has too much range for the basic version
I <3 girl gamers
Tears, sweet delicious tears
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Chibi Andy
Forsaken Immortals Top Men.
1200
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Posted - 2014.04.22 18:57:00 -
[21] - Quote
i suggest we nerf the scouts as well, its only fair that they get the nerf hammer as well.
nerf that cloak and maybe that 100m passive scan it has as well.
YOU HAVE BEEN SCANNED!!!
sç+a¦át¢èa¦á)sç+
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Maken Tosch
DUST University Ivy League
8027
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Posted - 2014.04.22 18:57:00 -
[22] - Quote
Wait, didn't they nerf the heavy HP already?
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Heimdallr69
Heaven's Lost Property Dirt Nap Squad.
2155
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Posted - 2014.04.22 18:58:00 -
[23] - Quote
Quil Evrything wrote:When my basic heavy dies in under 2 seconds.... no. no they dont need hp reduction
Then fix the hmg.. Too much range unless we're okay with the rifles having the same rof? Which I'm cool with as well
Removed inappropriate content - CCP Logibro
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Erobthedude
0uter.Heaven Academy
88
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Posted - 2014.04.22 18:58:00 -
[24] - Quote
Cat Merc wrote:Erobthedude wrote:Seems like the range on the HMGs is too far. I tend to keep my distance anyway, but there have been a handful of times where that heavy should not have been able to reach me. The assault scrambler on my Ammando works wonders on you heavy b*astards btw. That's because it has more damage per shot than, say, AR, AND 72 bullets per mag. As well as fastest reload of the rifles. You have more damage per clip meaning that you can inflict more damage to the enemy. I find myself reloading all the time before I can bring them down to 1/5th armor.
Even at optimal ranges?
"Dear Lord, without you we are butt dust."
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8840
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Posted - 2014.04.22 19:00:00 -
[25] - Quote
Erobthedude wrote:Cat Merc wrote:Erobthedude wrote:Seems like the range on the HMGs is too far. I tend to keep my distance anyway, but there have been a handful of times where that heavy should not have been able to reach me. The assault scrambler on my Ammando works wonders on you heavy b*astards btw. That's because it has more damage per shot than, say, AR, AND 72 bullets per mag. As well as fastest reload of the rifles. You have more damage per clip meaning that you can inflict more damage to the enemy. I find myself reloading all the time before I can bring them down to 1/5th armor. Even at optimal ranges? Yup
Overlord of all humans CAT MERC
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Erobthedude
0uter.Heaven Academy
88
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Posted - 2014.04.22 19:01:00 -
[26] - Quote
Cat Merc wrote:Erobthedude wrote:Cat Merc wrote:Erobthedude wrote:Seems like the range on the HMGs is too far. I tend to keep my distance anyway, but there have been a handful of times where that heavy should not have been able to reach me. The assault scrambler on my Ammando works wonders on you heavy b*astards btw. That's because it has more damage per shot than, say, AR, AND 72 bullets per mag. As well as fastest reload of the rifles. You have more damage per clip meaning that you can inflict more damage to the enemy. I find myself reloading all the time before I can bring them down to 1/5th armor. Even at optimal ranges? Yup
I must have been fighting scrub heavies then. I don't even have any prof in ScR!
"Dear Lord, without you we are butt dust."
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Duran Lex
Fraternity of St. Venefice Amarr Empire
753
|
Posted - 2014.04.22 19:01:00 -
[27] - Quote
Cat Merc wrote:Atiim wrote:They seem to be fine against it's hard counters:
- Remote Explosives
- Shotguns
- Nova Knives
How about we solve the real problems and remove the HMG's snare effect, along with reducing it's turn speeds? Let's see what happens afterwards, and make further changes if necessary. Along with that a 10% eHP reduction could easily make the Minmatar & Caldari heavies the worst options for Sentinel users. Remote explosives - Most can survive them, and scouts/logis scanning around tend to get rid of them Shotguns - Without cloaks they would be ****, even then a fully tanked heavy can take 5 shotgun shots Nova Knives - HAHAHAHAHAHAHAHAHAHA
Why are you laughing at Nova Knives? I know a few scouts that absolutely destroy Heavies with it. I myself have been killed before i could turn around. After checking the killfeed, wowsers an NK.
They are apparently extremely deadly for those who know how to use it.
I am not one of them...**** those knives. |
The Terminator T-1000
Skynet Incorporated
410
|
Posted - 2014.04.22 19:19:00 -
[28] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor. No? I have no problem with the HMG being as deadly as it is, as long as I can actually fight. I can sit 30 meters out and flank the heavy, and he can still turn around and blap me after I unloaded 1/3rd of my clip into him. Some heavies I literally can't take out with a full clip. I have prof V and I still can't take them out with a full clip. That's insane.
Are you supposed to take a heavy down with 1 clip? |
Lance 2ballzStrong
SyNergy Gaming EoN.
4960
|
Posted - 2014.04.22 19:19:00 -
[29] - Quote
Problem with nerfing the heavies, is you risk sending them back to where they were a few updates ago. This is CCP.
The problem with nerfing turn speed, as someone mentioned, is tracking targets. When you slow down heavies, it'll make their CQC engagements useless. People argued "heavies are for CQC encounters, HMGs aren't suppose to be strong at range."... now people want to take away the CQC aspect by nerfing the ability to track.
I remember when assault players were orbiting heavies, it was a joke. Having a gun that shoots peas, plus not being able to track enemies in the heavies "kill zone".
Maybe scouts need to be more agile, but from what people are saying, scouts are strong as is. So buffing their speed might make them OP.
Thing with the heavy is that he turns the same speed with the HMG as he does with an SMG. There's no difference. You can argue that that shouldn't be the case, and maybe it shouldn't. Maybe different races could have different HMGs that don't weigh the same. Like the Minmitar's version of the HMG won't be big and clunky because they rely on speed no? But obviously it won't do as much dmg as the current HMG.
Maybe when all the races have their own version of the HMG (a year after fanfest maybe) then CCP can balance the weapons for their respective roles. If you want to turn fast, you'll use the Minmitar HMG... if you want to hold down a corridor and sacrifice turning speed, use the current one (Galente?)
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8843
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Posted - 2014.04.22 19:23:00 -
[30] - Quote
The Terminator T-1000 wrote:Cat Merc wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:CCP... You nerfed the rifles and SMG - Great You gave heavies explosives resistance - Alright... You reduced grenade count by 1 - Meh, I guess You gave heavies resistances to weaponry - Playing PC and pubs, it's really clear that heavies were overbuffed, taking one down feels like a chore, there is no "Fun" in fighting a heavy, it's just "OH GOD PLEASE DON'T SEE ME PLEASE DON'T SEE ME, WHY DO I HAVE TO RELOAD ALREADY?". 20% HP reduction was a bit too much, but a 10% reduction considering most of the rifles go reduced by 10% would seem fair. /me activates flame shield Or just nerf the living **** out of the hmg, and buff cal and min heavies slightly and reduce thier armor. No? I have no problem with the HMG being as deadly as it is, as long as I can actually fight. I can sit 30 meters out and flank the heavy, and he can still turn around and blap me after I unloaded 1/3rd of my clip into him. Some heavies I literally can't take out with a full clip. I have prof V and I still can't take them out with a full clip. That's insane. Are you supposed to take a heavy down with 1 clip? Considering it takes 4.8 seconds to empty a clip... Yes, yes they should.
Overlord of all humans CAT MERC
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