Arcturis Vanguard
Red Star. EoN.
129
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Posted - 2014.06.16 23:22:00 -
[1] - Quote
I want to start off with the fact that I have been a dedicated heavy since the launch of chromosome. I swear that I will ***** slap anyone with my hmg that calls me a fotm chaser. Apparently anyone who is running a proto heavy and hmg is fotm, what overnight? Get real people. We all know how long it takes to build sp to spec that far.
I will not deny that an hmg slays suits in its optimum range. It's a mini gun. If it didn't, it would be highly unrealistic and a complete joke to have a gun in a game of that caliber that isn't very effective.
Now in my experience, heading outside the 40-45+ m range the hmgs spread is large enough that a heavy needs to expel a large supply of their clip to put someone down, that is of course the individual does not turn tail and run away. Also at the range most, if not all, rifles should do enough damage to make the heavy want to get to cover or risk taking too much damage and being too weak to engage another encounter without a good chunk of time to rep oneself.
I do not agree that a range nerf is warranted. It's small enough as is and most maps are open enough with enough high ground to take advantage of a heavies slow speed and small optimal range.
What I am willing to see is a reduction to overall clip size. With a reduced clip size, it will reduce the overall killing potential per clip with continuous spray. It will force heavies to think twice of spraying outside its optimum range as it would force a reload quicker and potentially put a heavy in a bad position. Reload time for heavies are long enough, even with the animation Sprint break. My lowest recommendation for clip size would 300-350.
Secondly I am willing to see an increase to heat build up for non burst variants. Forcing a heavy to manage heat build up while being a door buster will sperate dedicated heavies from those that might have spec for "crutch". Burst variants, as of 1.8 post hotfix alpha, can easily overheat with multiple target engagements. It's a skill shot weapon close range with strafing targets.
I will never agree that the heavy suit needs a tweak while assault suits are underpowered with their intended role. Ccps main focus should be on the assault suit and implementing a change to give them life within this game. Once this happens and new data can be obtained, if the heavy and their weapon are "OP" then I'm for tweaks to balance.
Amarr Heavy_
Amarr Assault_
Caldari Scout
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Arcturis Vanguard
Red Star. EoN.
130
|
Posted - 2014.06.16 23:46:00 -
[2] - Quote
Vitharr Foebane wrote:Arcturis Vanguard wrote:I want to start off with the fact that I have been a dedicated heavy since the launch of chromosome. I swear that I will ***** slap anyone with my hmg that calls me a fotm chaser. Apparently anyone who is running a proto heavy and hmg is fotm, what overnight? Get real people. We all know how long it takes to build sp to spec that far.
I will not deny that an hmg slays suits in its optimum range. It's a mini gun. If it didn't, it would be highly unrealistic and a complete joke to have a gun in a game of that caliber that isn't very effective.
Now in my experience, heading outside the 40-45+ m range the hmgs spread is large enough that a heavy needs to expel a large supply of their clip to put someone down, that is of course the individual does not turn tail and run away. Also at the range most, if not all, rifles should do enough damage to make the heavy want to get to cover or risk taking too much damage and being too weak to engage another encounter without a good chunk of time to rep oneself.
I do not agree that a range nerf is warranted. It's small enough as is and most maps are open enough with enough high ground to take advantage of a heavies slow speed and small optimal range.
What I am willing to see is a reduction to overall clip size. With a reduced clip size, it will reduce the overall killing potential per clip with continuous spray. It will force heavies to think twice of spraying outside its optimum range as it would force a reload quicker and potentially put a heavy in a bad position. Reload time for heavies are long enough, even with the animation Sprint break. My lowest recommendation for clip size would 300-350.
Secondly I am willing to see an increase to heat build up for non burst variants. Forcing a heavy to manage heat build up while being a door buster will sperate dedicated heavies from those that might have spec for "crutch". Burst variants, as of 1.8 post hotfix alpha, can easily overheat with multiple target engagements. It's a skill shot weapon close range with strafing targets.
I will never agree that the heavy suit needs a tweak while assault suits are underpowered with their intended role. Ccps main focus should be on the assault suit and implementing a change to give them life within this game. Once this happens and new data can be obtained, if the heavy and their weapon are "OP" then I'm for tweaks to balance. I would say nerf clip size OR heat up rate NOT BOTH
Those are just two options that I'm willing to discuss. Anything else shouldn't be an option unroll assaults are looked at
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III Scramble
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