Pages: 1 [2] 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
jerrmy12 kahoalii
Proficiency V.
1149
|
Posted - 2014.04.23 03:24:00 -
[31] - Quote
castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. Tell me again how someone who is really good using something and goes positive means its good? I went 30/1 with an assault, is it fine?
I <3 girl gamers
Tears, sweet delicious tears
|
Zaaeed Massani
RisingSuns Dark Taboo
274
|
Posted - 2014.04.23 03:24:00 -
[32] - Quote
LEHON Xeon wrote:Given my recent massively inflamed ire against HMG heavy (spam), I have to applaud this post. The author has proposed a very balanced approach for dealing with the current heavy situation.
Personally I fail to understand how anyone right now can claim that heavies are completely fine when 50-80% of the opposing teams are consistently using them even in pubs, not to mention PC.
I recently discovered the awesomeness of running a minlogilolhealer with a stacked heavy.
Cannot wait to get more points in logi's now. And I'm borderline ok with heavy spam because it get's me DEM WARPOINTZ
Minmatar & Gallente A.R.C. Program Instructor
/
Do you even lift?
|
LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
460
|
Posted - 2014.04.23 03:27:00 -
[33] - Quote
castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides.
HMG is not in a good place right now at all. It was the only major gun that didn't take an overall damage nerf along with rifles, while the role suits it gets used with gained resistance bonuses despite the damage nerf to other guns. Plus that "stunlock" effect is a bunch of crap.
Always the last person to leave. Always the one cleaning up people's messes.
|
Awry Barux
Ametat Security Amarr Empire
2058
|
Posted - 2014.04.23 03:28:00 -
[34] - Quote
jerrmy12 kahoalii wrote:castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. Tell me again how someone who is really good using something and goes positive means its good? I went 30/1 with an assault, is it fine? Regardless, Min/Cal heavies don't need a buff, you're just not using them right. They're not in the same niche as the armor heavies, which is good.
Nerdier than thou
|
jerrmy12 kahoalii
Proficiency V.
1149
|
Posted - 2014.04.23 03:30:00 -
[35] - Quote
Awry Barux wrote:jerrmy12 kahoalii wrote:castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. Tell me again how someone who is really good using something and goes positive means its good? I went 30/1 with an assault, is it fine? Regardless, Min/Cal heavies don't need a buff, you're just not using them right. They're not in the same niche as the armor heavies, which is good. They need a buff More shields lesa armor, 50 or 100 shields, slightly more speed, sentinels at keast, you dont shield tank with a turtle
I <3 girl gamers
Tears, sweet delicious tears
|
RuckingFetard
Better Hide R Die
795
|
Posted - 2014.04.23 03:39:00 -
[36] - Quote
Zaaeed Massani wrote:LEHON Xeon wrote:Given my recent massively inflamed ire against HMG heavy (spam), I have to applaud this post. The author has proposed a very balanced approach for dealing with the current heavy situation.
Personally I fail to understand how anyone right now can claim that heavies are completely fine when 50-80% of the opposing teams are consistently using them even in pubs, not to mention PC. I recently discovered the awesomeness of running a minlogilolhealer with a stacked heavy. Cannot wait to get more points in logi's now. And I'm borderline ok with heavy spam because it get's me DEM WARPOINTZ Welcome to the club
Running pure shield tanked Caldari 'cuz me a hippy
|
Ghost Kaisar
Fatal Absolution Dirt Nap Squad.
4367
|
Posted - 2014.04.23 03:42:00 -
[37] - Quote
Medical Crash wrote:Scouts are a complex issue, please nerf recklessly
Please don't.
Take away the ability to fire before fully decloaking, and the only scout that will still seem OP will be the Gallente.
My Minmatar scout has come so far now, I would hate to see it take another step back into oblivion.
I got my cloak and daggers, I'm a very happy Ghost
I hack at Mach V
|
jerrmy12 kahoalii
Proficiency V.
1149
|
Posted - 2014.04.23 03:44:00 -
[38] - Quote
Ghost Kaisar wrote:Medical Crash wrote:Scouts are a complex issue, please nerf recklessly Please don't. Take away the ability to fire before fully decloaking, and the only scout that will still seem OP will be the Gallente. My Minmatar scout has come so far now, I would hate to see it take another step back into oblivion. Or fix shotguns Increasr range/fix hit detection/lower falloff/lower dps
I <3 girl gamers
Tears, sweet delicious tears
|
Trenix Keltron
Onuoto Uakan Huogaatsu Lokun Listamenn
176
|
Posted - 2014.04.23 03:47:00 -
[39] - Quote
Awry Barux wrote: Regardless, Min/Cal heavies don't need a buff, you're just not using them right. They're not in the same niche as the armor heavies, which is good.
Yes you are right. I have two complex shield extenders and a energizer. Lower, I have a repper.
As you said in your earlier post, I can survive pretty good without a logi. In fact, having a logi tail me is actually a bonus than a necessity. Amarr heavies are the only heavies that give me some trouble a bit. Minmatar heavies are easy to kill. Gallente are as well but not as much. The CalSen doesn't need any nerfs or buffs, its already at the sweet spot.
OUKH corporation recruitment active. Initiate enlistment protocols. The future is now
|
IgniteableAura
Ancient Exiles. Dirt Nap Squad.
952
|
Posted - 2014.04.23 03:50:00 -
[40] - Quote
CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency.
Where have you been! Its been cold and dark without a dev that doesn't play.
Youtube
|
|
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
617
|
Posted - 2014.04.23 03:52:00 -
[41] - Quote
Leave it to one of my choice's for CPM to look at the forums , see a problem and get right on it .
Man if your not at least one of the CPM's , there really is a conspiracy issue going on .
So many choices of quality people and players in the Dust community is really going to make this decision hard but anyway it goes , it will be a win ... win .
+1 Horned Wolf .. Good work like usual .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
|
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
617
|
Posted - 2014.04.23 03:59:00 -
[42] - Quote
Atiim wrote:Awry Barux wrote:Great writeup on the various aspects of this issue, +1.
The CPM needs to take this thread, and generally everything Kagehoshi has to say, and go beat CCP over the head with it word for word until it sticks. IWS, as the biggest forum warrior on the CPM, I'm looking at you. I actually though KAGEHOSHI was on the CPM when I first arrived on the forums. IKR .
The same for me when I started , also he gave me some great advice when I was having trouble when I first started playing .. he , Cosgar , TechMechMeds and a few others are the reason that I still play .
I thought the same though ... he and your big mouth as well . Your always posting but not so much lately , you comment more now .
You might not like tankers all that much but your alright Atiim anyway .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
|
Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
617
|
Posted - 2014.04.23 04:04:00 -
[43] - Quote
Michael Arck wrote:Not everything was included into the game upon its release. Which lead to nerfs for weapons that should not have happened because they couldn't be compared to nonexistent weapons that were on the pipeline to be released. Now it seems we are in a nerf/buff twilight zone, never finding the right middle ground to agree upon.
I like that heavies are scary again. Heavies were a joke in 1.7. Also, each particular dropsuit has had its shine in the game, I guess it's time again for the heavies.
The LAV and Heavy issue shouldn't even be a issue. We are using the means that were given to us to bring an end to the opposition.
Also its interesting to just blame CCP for some of this that we're in when the community has undoubetedly helped influenced the makings of 1.8. I read countless times about heavies not being lethal. But when they become lethal, now folks are saying CCP can't buy a bucket. Sometimes I do not understand this short term memory the community has.
The system itself is interesting. Cry about issue. Make countless threads. CCP finally responds with a nerf/buff inbound. Community cheers. Community plays. Cries about the issue of the nerf/buff. Community begins blaming CCP, calling them incompetent, asking why they didn't test before releasing. Community obviously forgot that it's what they wanted.
It's like we're in some weird ass twilight zone. 1.8 was of the community's doing mostly.
Does the community know what they want? Will the community run this game into the ground? From the looks of it, its highly possible Preach brother ... preach .
True indeed .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
|
Jenza's Pants
The Hetairoi
172
|
Posted - 2014.04.23 04:04:00 -
[44] - Quote
heavies are fine. |
IceShifter Childhaspawn
DUST University Ivy League
548
|
Posted - 2014.04.23 04:09:00 -
[45] - Quote
Just wondering... Noticed a pattern to all the pro-nerf comments itt.
Nerfers wouldn't happen to have specced heavily into scout suits recently would they?
EP 1.8: Revenge of the Scouts
Hiding in the redline means: I want to play, just not with you
17 characters lef
|
Rusty Shallows
1630
|
Posted - 2014.04.23 04:18:00 -
[46] - Quote
LEHON Xeon wrote:castba wrote:jerrmy12 kahoalii wrote:CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency. Just fix the hmg and buff cal and min heavy I just saw Jacques Clayton II go 32/3 with a cal c1 and basic Hmg. Tell me again how craps the cal heavy is... or perhaps it is the input to the controller that is the issue. Also, the Hmg is in a good place right now. I am a heavy, but I am also a medic and a scout so I have experienced the Hmg from both sides. HMG is not in a good place right now at all. It was the only major gun that didn't take an overall damage nerf along with rifles, while the role suits it gets used with gained resistance bonuses despite the damage nerf to other guns. Plus that "stunlock" effect is a bunch of crap. Stun lock sounds pretty messed up. I'm not even noticing it on Logi but others seem certain they are dying from it. My combat habits is to use cover and avoid opens space.
In Uprising 1.7 Rifles were still better than the HMG. I had too many BS moments to be convinced otherwise. So either CCP had to buff HMGs or nerf Rifles. If the DPS is too high I am open to for a damage nerf and a range boost. Although the assault variant would probably need a tighter cone.
I do not count changing projectile damage percentages to a sum-zero a nerf.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
|
KingBabar
The Rainbow Effect
2236
|
Posted - 2014.04.23 05:14:00 -
[47] - Quote
In my not so humbe opinin:
- Remove/reduce stun Lock effect, especially for the HMG. - Add a 1 sec time delay for entering vehicles.
I don't think nerfing the Heavy HP nor screwing With the HMG damage and range is the right way to go.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
|
COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
936
|
Posted - 2014.04.23 05:16:00 -
[48] - Quote
Zaaeed Massani wrote:LEHON Xeon wrote:Given my recent massively inflamed ire against HMG heavy (spam), I have to applaud this post. The author has proposed a very balanced approach for dealing with the current heavy situation.
Personally I fail to understand how anyone right now can claim that heavies are completely fine when 50-80% of the opposing teams are consistently using them even in pubs, not to mention PC. I recently discovered the awesomeness of running a minlogilolhealer with a stacked heavy. Cannot wait to get more points in logi's now. And I'm borderline ok with heavy spam because it get's me DEM WARPOINTZ
Now use the lai dai and heal two brick tanked heavies and bask in the glorious WP bukake as it rains all over your tally.
Proud Minmatar scout - Republic Merc 7/10
Immune to bitter/jaded vet syndrome
Alt of THE GREY CARDINAL - eWar Merc
|
Jack McReady
DUST University Ivy League
1340
|
Posted - 2014.04.23 06:12:00 -
[49] - Quote
they are suits with huge HP carrying a HMG, a weapon with huge DPS up to medium ranges. the basic HMG can down a proto brick tanked assault/logi in around a second. this weapon has the DPS of a shotgun but instead of 20 meter max range, you have 50 meter max range
now at STD levels, this gets even more ridiculous. medium and light suits at STD levels have far less HP while the heavy still has huge HP at STD and still does huge DPS. a new player simply has almost no chance to tackle a full HP heavy, even if he gets from behind, the heavy has enough HP to turn around and kill you under a second. the HP/DPS gap between medium suits and heavies is just too big imho.
this is not rocket science, nothing complex here. |
Stiddlefaxq
Vherokior Combat Logistics Minmatar Republic
54
|
Posted - 2014.04.23 06:16:00 -
[50] - Quote
CCP Rattati wrote:This certainly is constructive and good feedback, and I assure you we are/were aware of the topics you mention.
I personally like that my heavy is viable again, and I agree that my assault fit has diminished efficiency.
Heavies have too much HP and too much damage. Nerf HMG damage by 5% and ALL plates by 10%. |
|
Monkey MAC
Rough Riders..
2628
|
Posted - 2014.04.23 06:37:00 -
[51] - Quote
Have been saying this for donkey's my friend, glad to see someone has finally acknowledged us. However I would like to point out for your discussion a Gallante Sentinel is capable of achieving 1900 EHP does that not seem a little much?
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
|
Stiddlefaxq
Vherokior Combat Logistics Minmatar Republic
54
|
Posted - 2014.04.23 06:59:00 -
[52] - Quote
KAGEHOSHI Horned Wolf wrote:There is a perception that heavies are OP, and to me it feels true that they are too strong. Some have called for nerfs against heavy/sentines suits, but I believe the issue is a complex one, and that heavies may quickly end up underpowered if they have their HP nerfed in addition to to fixing the multitude of other balance issues that need to be taken care of. Before any discussion of HP nerfs, several issues have to be handled. The Issues: The assaults are underpowered. Right now scouts can tank nearly as much HP as assaults while being faster, having a 2nd equipment, having a bonus to cloaks, being great a detection and scan evasion; assaults pretty much suck by comparison. Medium frame slots are very messed up in my opinion, think this stuff needs to be fixed anyway, so might as well use the slot fixes it as a means to buff assaults and other mediums. Others have suggested things like regeneration to give assaults a niche, and also increasing base HP of mediums. Anyway, one of the reason heavies seem to be so unstoppable is that the main combat forces (assaults) are so bad right now, if assaults were buffed, heavies might seem less OP by comparison; I think assaults will get buffed anyway, so its safer to just wait for the assault buff rather than just nerf heavies now, nerfing heavies followed by an assault buff could leave heavies comparatively underpowered. Too much change at once is dangerous. The slow-down-when-hit effect on weapons. There is an effect that reduces your speed when you are hit by a weapon. No one wanted it, and no one likes it. It nullifies the mobility advantage of many suits, and it creates balance issues with many weapons; basically each round hitting slows down the target a bit, and high rate-of-fire weapons fire more rounds are fire more rounds at a given time interval, which makes the slow-down effect even higher. This gives the CR, aCR, HMG, and other high ROF weapons an extra (and unnecessary) advantage. This effect is the absolute worst with the HMG because of its extremely high rate of fire, this effect needs to be removed. Projectile damage profile (-5% to shields/+10% to armor). Every other damage profile has the damage bonus to one kind of HP (shields or armor), and the damage deficit against the other type of HP add up to 0; for example, laser damage profile is +20% to shields, and -20% to armor, adds up to 0. The projectile damage bonus has a net 5% gain, this creates a slight balance issue for the HMG (and combat rifle).The damage profile for projectiles need to be changed to something with a net 0 gain like everything else. The rifles and other weapons got nerfed in 1.8, but HMG was not nerfed. I think HMG's were at a good place in 1.7, but nerfing so many weapons while leaving the HMG alone gave the HMG an unnecessary comparative buff. The HMG might need a small 5-10% nerf after the removal of the slow-down effect, and the change to the projectile damage profile if heavies still appear to be overpowered after.
Heavies in vehicles. One of the balancing factors that heavies have is their low speed, but getting an LAV or any other vehicle allows a heavy to completely overcome the lack of speed. A popular tactic employed by heavies is the use of LAVs to close the distance between enemies, instantly jumping out and killing enemies, and instantly jumping back in the LAV to escape whenever they start taking significant damage. This wasn't much of an issue for me personally before 1.8 because my packed AV grenades were enough to destroy a militia LAV and its occupants, but now they can't because maximum carried grenades for all grenade types have been reduced. There needs to be enter/exit animations to give those around time to damage or escape the entering/exiting heavy, or at least something like a hack sequence to enter or exit. This 0 risk high reward tactic needs to be handled.
These things need to be out of the way first before nerfing the HP of heavies becomes an option.
Its pretty obvious that plates give too much benefit for their costs. A slight(5-10%) reduction in heavy base HP, in addition to a 10-15% plate nerf should put heavies a lot closer to where they should be.
|
Roy Xkillerz
Red Star. EoN.
29
|
Posted - 2014.04.23 07:15:00 -
[53] - Quote
I like the feedback compleetly. I play assault minmatar and a heavy suit amarr and yes assaults can surely use a buff. |
Rygharr Sturmeister
DUST University Ivy League
24
|
Posted - 2014.04.23 08:24:00 -
[54] - Quote
Jack McReady wrote:they are suits with huge HP carrying a HMG, a weapon with huge DPS up to medium ranges. the basic HMG can down a proto brick tanked assault/logi in around a second. this weapon has the DPS of a shotgun but instead of 20 meter max range, you have 50 meter max range
At 50 meters all you're doing is tickling the person you're shooting. Anything past 30 and the DPS of the HMG drops tremendously.
1 second against a bricked-out medium? Sure, if you're unloading on them at melee distances and they're standing still for you. Unless you're catch one from behind hacking or sniping, there's no way you'll take one out in a second.
Jack McReady wrote: . . . a new player simply has almost no chance to tackle a full HP heavy, even if he gets from behind, the heavy has enough HP to turn around and kill you under a second. the HP/DPS gap between medium suits and heavies is just too big imho.
this is not rocket science, nothing complex here.
You mention two separate issues here. First, a new player has almost no chance to tackle ANYTHING. Scouts, Logi's, even Assaults will melt a starter fit, often even with the newbie getting the jump on them.
Second, the HP/DPS gap between light suits and mediums is more of an issue compared to the gap between heavies and mediums. If you want to fix both issues, buff medium HP (and maybe DPS) as opposed to nerfing heavy HP.
A heavy's durability and high damage are balanced out by it's speed, lack of equipment slot, and the propensity to light up on everyone's TACNET while being blind himself. You can see him, he cannot see you. His HMG does less DPS than a Magsec past 30 meters. You have the tools and the parameters to engage accordingly. |
Himiko Kuronaga
Fatal Absolution Dirt Nap Squad.
3612
|
Posted - 2014.04.23 08:27:00 -
[55] - Quote
Heavies are fine. |
Korvin Lomont
United Pwnage Service RISE of LEGION
927
|
Posted - 2014.04.23 08:49:00 -
[56] - Quote
KAGEHOSHI Horned Wolf wrote:There is a perception that heavies are OP, and to me it feels true that they are too strong. Some have called for nerfs against heavy/sentines suits, but I believe the issue is a complex one, and that heavies may quickly end up underpowered if they have their HP nerfed in addition to to fixing the multitude of other balance issues that need to be taken care of. Before any discussion of HP nerfs, several issues have to be handled. The Issues: The assaults are underpowered. Right now scouts can tank nearly as much HP as assaults while being faster, having a 2nd equipment, having a bonus to cloaks, being great a detection and scan evasion; assaults pretty much suck by comparison. Medium frame slots are very messed up in my opinion, think this stuff needs to be fixed anyway, so might as well use the slot fixes it as a means to buff assaults and other mediums. Others have suggested things like regeneration to give assaults a niche, and also increasing base HP of mediums. Anyway, one of the reason heavies seem to be so unstoppable is that the main combat forces (assaults) are so bad right now, if assaults were buffed, heavies might seem less OP by comparison; I think assaults will get buffed anyway, so its safer to just wait for the assault buff rather than just nerf heavies now, nerfing heavies followed by an assault buff could leave heavies comparatively underpowered. Too much change at once is dangerous. The slow-down-when-hit effect on weapons. There is an effect that reduces your speed when you are hit by a weapon. No one wanted it, and no one likes it. It nullifies the mobility advantage of many suits, and it creates balance issues with many weapons; basically each round hitting slows down the target a bit, and high rate-of-fire weapons fire more rounds are fire more rounds at a given time interval, which makes the slow-down effect even higher. This gives the CR, aCR, HMG, and other high ROF weapons an extra (and unnecessary) advantage. This effect is the absolute worst with the HMG because of its extremely high rate of fire, this effect needs to be removed. Projectile damage profile (-5% to shields/+10% to armor). Every other damage profile has the damage bonus to one kind of HP (shields or armor), and the damage deficit against the other type of HP add up to 0; for example, laser damage profile is +20% to shields, and -20% to armor, adds up to 0. The projectile damage bonus has a net 5% gain, this creates a slight balance issue for the HMG (and combat rifle).The damage profile for projectiles need to be changed to something with a net 0 gain like everything else. The rifles and other weapons got nerfed in 1.8, but HMG was not nerfed. I think HMG's were at a good place in 1.7, but nerfing so many weapons while leaving the HMG alone gave the HMG an unnecessary comparative buff. The HMG might need a small 5-10% nerf after the removal of the slow-down effect, and the change to the projectile damage profile if heavies still appear to be overpowered after.
Heavies in vehicles. One of the balancing factors that heavies have is their low speed, but getting an LAV or any other vehicle allows a heavy to completely overcome the lack of speed. A popular tactic employed by heavies is the use of LAVs to close the distance between enemies, instantly jumping out and killing enemies, and instantly jumping back in the LAV to escape whenever they start taking significant damage. This wasn't much of an issue for me personally before 1.8 because my packed AV grenades were enough to destroy a militia LAV and its occupants, but now they can't because maximum carried grenades for all grenade types have been reduced. There needs to be enter/exit animations to give those around time to damage or escape the entering/exiting heavy, or at least something like a hack sequence to enter or exit. This 0 risk high reward tactic needs to be handled.
These things need to be out of the way first before nerfing the HP of heavies becomes an option.
I have to agree with all but the argument about the brick tanked scout being faster than its medium counterpart. From my experience that's not true.
If we took the gallente scout for example he can get up to 989 eHP max. But a gallente assault with 1059 HP WILL be faster. So the gallente scout would have less eHP AND less speed compared to its assault counterpart. He will still be more stealthy though...
The numbers for above example: Gal scout 2 cplx extenders + 4cplx plates = 989 eHP Movement speed: 4.44 Strafe Speed: 4.0 Sprintspeed: 6.53
Here I did not include the potential double penalty of plates for strafe and sprint speed..
Gal Assault 3 cplx extenders + 2 enh plates + 2 basic plates = 1059 eHP Movement speed: 4.52 Strafe Speed: 4.07 Sprintspeed: 6.64 |
Hawkings Greenback
Red Star. EoN.
137
|
Posted - 2014.04.23 09:25:00 -
[57] - Quote
KAGEHOSHI Horned Wolf wrote:There is a perception that heavies are OP, and to me it feels true that they are too strong. Some have called for nerfs against heavy/sentines suits, but I believe the issue is a complex one, and that heavies may quickly end up underpowered if they have their HP nerfed in addition to to fixing the multitude of other balance issues that need to be taken care of. Before any discussion of HP nerfs, several issues have to be handled.
Great post as always.
Medium frames, I know you & others have previously suggested things for them ( slot change, some stat changes?? ) I like the regeneration idea a lot as I think if you give more base HP then people will just brick tank more & then we are back where we started with ttk. Currently I am thinking of brick tanking my logi just so I can survive longer & this makes me sad.
Have you any consideration to whether any medium frame buff will pass over to logi frames in some way or is it just mainly for assault ??
The slow down effect is terrible for me as a mini logi as I don't build for max HP. I try & build for mobility so any kind of snare effect means my chances of dodging out are reduced. I would like to see it go or serverly reduced. If I am trying to use my mobility as an advantage I would like to be able to use it when I need it not just to run half way over the map to get there ASAP. Question, is it part of the hit detection fix or an un intended side effect ??
Projectile damage profile, the net increase needs to be changed BUT I would like it to retain its identity as slighty different to the others. This is probably purely selfish of me because the CR suits me as a logi with no sidearm. I can do 'balanced' damage to shield & armour without having 2 specific damage type weapons. This the damage output, the good range & the fitting costs make the CR a good 'all round' killers choice. Tweaking the damage profile & maybe fitting costs may help people to find an alternative. I think however that because it is good all round that it will still remain a favourite, especially at proto level.
HMG damage reduction, leave this til last as the HMG is a bullet spewing monster & if you step in front of one it should hurt. Wait & see would be good for this & the Heavy HP reduction.
Murder Taxi's, yes they're back. The fact that swarms take 2/3 shots to kill an LAV & that people don't have enough grenades to take LAVs out has meant that it is again become a more viable tactic. That & the increase of people running heavy. Over the next week or two I expect to see more people doing this. The current warp in/warp out definetly sucks & while an animation would add some risk there are some other ideas out there.
Anyway great ideas & good discussion.
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
|
Prius Vecht
Red and Silver Hand Amarr Empire
335
|
Posted - 2014.04.23 09:35:00 -
[58] - Quote
MIN heavy needs a speed buff if its going to be so squishy compared to other heavies. its slot layout should be 3-3 as well.
Is it the one heavy thats supposed to fight medium/light frames only?
Its supposed to trade survivability for speed/a balanced fit and right now it doesn't. |
Asha Starwind
818
|
Posted - 2014.04.23 09:55:00 -
[59] - Quote
Monkey MAC wrote:Have been saying this for donkey's my friend, glad to see someone has finally acknowledged us. However I would like to point out for your discussion a Gallante Sentinel is capable of achieving 1900 EHP does that not seem a little much?
Also as a suggestion when a heavy reach near critical mass for stacking (1700 EHP) let me use a swarm launcher on him.
I ran into one of those today he ate a full remote explosive(1500HP) and still was hungry(had ~300hp left).
Mad Bomber - 50% less profile
Return dumbfire to Swarms
|
VALCORE72
NECROM0NGERS Caps and Mercs
158
|
Posted - 2014.04.23 10:35:00 -
[60] - Quote
why is balancing sp of heavys a bad thing ? in eve it dont take the same to get in to a battle ship as it does a frig or a destroyer . heavys need there sp cp raised so you dont see so many . how many ppl will spend 4 months gettn proto ? only thoses that want to be true heavys . that sloth effect when your shot is bs ,its almost like there trying to do what bf4 has with suppressive fire but its all wrong . |
|
|
|
|
Pages: 1 [2] 3 4 :: one page |
First page | Previous page | Next page | Last page |