|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Duran Lex
Fraternity of St. Venefice Amarr Empire
751
|
Posted - 2014.04.22 18:19:00 -
[1] - 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. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
751
|
Posted - 2014.04.22 18:24:00 -
[2] - 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. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
753
|
Posted - 2014.04.22 19:01:00 -
[3] - 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. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
764
|
Posted - 2014.04.22 20:41:00 -
[4] - Quote
Evicer wrote:Lance 2ballzStrong wrote:Cat Merc wrote:Lance 2ballzStrong wrote:Cat Merc wrote:I'm sorry but that just means the heavy was fine before, and now it's too powerful. Heavies were fine before? Before what? I'm asking before I give my opinion on that statement. 1.7, after the HMG buff. Heavies ALWAYS needed a resistance buff. ALWAYS. It was only a matter of time before they got it because lolnades in DUST. The explosive spam in this game was all PC was about. Killing a full health heavy, full armor, full shields with 1 proto nade IS A JOKE! I've had this happen to me MANY times in PC, WHILE having a logi on my ass. Resistance to explosives was always needed. HMG buff was needed, turn speed was needed (maybe they buffed it too much? idk), HP buff was needed, TO A POINT. I'm not saying to make heavies God mode, but they're HEAVIES. They have a role, and so do you! Heavies need concentrated fire again, which is great! It means heavies are respected again for what they are, bloody heavies! they didnt buff it to much Lance we have to be able to hit vehicles like assault dropships when its time to forge.All vehicles move faster than infantry. Another reason why we need the speed
They removed the turn speed limiter on the Heavy suit so it could turn at the same speed as every other suit. One major reason was scouts and logis with kin cats (extremely popular at the time) could literally out strafe our turn speed with an HMG equipped. Needless to say it caused a great deal of frustration.
Weapon turn speeds, however, was never changed, with the HMG still having the slowest turn speed out of any gun in the game.
Also cat merc, back then if we had half our shields down a single grenade was death. Full shields, aye we could survive, but not the 4 AR bullets that immediately followed. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
765
|
Posted - 2014.04.22 20:48:00 -
[5] - Quote
John PeaRson wrote:No, it's quite obvious we need to nerf the amount of heavies per team, when I spawn in and there are 5 circling my spawn I always die. Nerf the amount of heavies per team to 2.
I'm down with that.
But increase our eHP, speed, make the HMG just as effective against vehicles as it is infantry, give us activated hardeners, and rocket boot modules so we can get out of dodge In a pinch.
And increase the cost of our suit so all this is "fair".
|
Duran Lex
Fraternity of St. Venefice Amarr Empire
765
|
Posted - 2014.04.22 21:06:00 -
[6] - Quote
Cat Merc wrote:Duran Lex wrote: They removed the turn speed limiter on the Heavy suit so it could turn at the same speed as every other suit. One major reason was scouts and logis with kin cats (extremely popular at the time) could literally out strafe our turn speed with an HMG equipped. Needless to say it caused a great deal of frustration.
Weapon turn speeds, however, was never changed, with the HMG still having the slowest turn speed out of any gun in the game.
Also cat merc, back then if we had half our shields down a single grenade was death. Full shields, aye we could survive, but not the 4 AR bullets that immediately followed.
Would you find a speed reduction to heavies reasonable instead?
That's hard to answer. With movement speed affecting the height of jumping, I can see a few geographical problems occuring on some maps by further reducing our speed.
If they separated the two mechanics....maybe.
It's honestly a tricky thing to balance because of CCP own mechanics. For instance a sentinel suit with plates and an HMG is already gimping his speed. Tag on the fact that plates also reduce turn and strafing speeds we are already disadvantaged towards every other suit and weapon in the game, in regards to all forms of speed.
I feel there is a better answer out there somewhere then making a suit that is already capable of being the slowest turning suit in the game, even slower.
One thing im positive about though, the Scrambler Lance will HAVE to have an extremely slow turn speed or else it's going to dominate the field with more gusto then HAVs.
|
Duran Lex
Fraternity of St. Venefice Amarr Empire
765
|
Posted - 2014.04.22 21:15:00 -
[7] - Quote
The removal of the sloth effect might easily fix this problem.
You don't need decent aim to keep a guy slowed to a crawl using an HMG, couple that with the huge magazine size and in certain situations it can seem hopeless at the opposite end of the HMG.
Without the sloth, faster suits could dash around corners and survive, and appear behind the heavy for the victory. They could sneak up behind you, and strafe in the opposite direction and actually succeed in fooling some opponents.
When they added in the sloth effect, they removed all forms of juking. Juking was the bread of butter strategy against any Heavy suit at the time. |
Duran Lex
Fraternity of St. Venefice Amarr Empire
768
|
Posted - 2014.04.22 21:32:00 -
[8] - Quote
Cat Merc wrote:Alright guys, data collected hehehe I was actually trying to gauge what people think of heavies in general. It's often difficult to filter out the noise on the forums, and I find that making threads like these allow me to best gauge what the community thinks. Notice how quickly the thread piled up 8 pages? -Cat Merc, out
Was i the only one that mentioned the removal of the sloth effect would possibly solve all issues related to the Heavy suit and HMG?
|
Duran Lex
Fraternity of St. Venefice Amarr Empire
768
|
Posted - 2014.04.22 21:41:00 -
[9] - Quote
Atiim wrote:Duran Lex wrote:Was i the only one that mentioned the removal of the sloth effect would possibly solve all issues related to the Heavy suit and HMG? Actually I mentioned that in Post #5
Woot.
Oh yea, on a side note i hope you didn't take me berating you about that DNS post a few days ago personally.
I employ *******-like self amusement when drinking. |
|
|
|