J4yne C0bb
Molon Labe. General Tso's Alliance
369
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Posted - 2014.06.14 04:37:00 -
[2] - Quote
Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot.
There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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J4yne C0bb
Molon Labe. General Tso's Alliance
373
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Posted - 2014.06.14 20:56:00 -
[3] - Quote
Bormir1r wrote:J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying. Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
You make some good points, I concede that. I do think that the effective range is a bit much for the HMG, because I have killed and been killed at about 40 meters, which I think is a little on the high side for that weapon... it could probably be reduced slightly, maybe 35, no less than 30.
But the turn speed cap, that one I can't go with you on -- It sounds like a good idea in theory, but truly, it made the class virtually unplayable. CCP already tried that around 1.4 to 1.7 (I think? I forget), and i played heavy pretty exclusively back then. The turn speed cap, coupled with the dispersion problems with the HMG at the time (where it acted like a short-range laser rifle), it was a nightmare, no joke. Even in CQC, you couldn't aim fast enough to defend yourself, where you were supposed to be king. 1.0 kdr matches were pretty common, for me anyway.
Honestly, I think some of this is that there are some really good heavies around now, and it's due to trial by fire, at having to overcome all the restrictions placed on the heavy class in previous builds. If you played through that period as a fatman, it really sharpened your gun game, cause despite that big circle reticle, unless your tiny little white dot in the center was directly on target, you weren't hitting jack ****. And the cap to turn speed really upped your situational awareness about where your enemies were coming from, and predicting enemy movements, cause if you didn't, it meant you were quickly dead. All of us hated those damn restrictions, but honestly, it really did breed a better class of heavy.
A similar thing happened recently in 1.8, when REs became the go-to offensive weapon against heavies-- you know how many times I blundered dumbly into an scout's RE trap right after that build dropped? It was embarrassingly common, for me and a lot of other fatmen, let me tell ya. It took about a month or more until I learned to recognize and avoid those situations.
Same can be said about scouts, I think. Personally, I enjoy scout, but I actually suck at it, compared to those guys who played all through the pre-cloak builds where the scout class was crap. I have no idea how Moody, Mustard or Fusion do it, but I'm sure it's borne of the same trial by fire heavies went through.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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