J4yne C0bb
Molon Labe. General Tso's Alliance
392
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Posted - 2014.06.21 01:43:00 -
[1] - Quote
CCP Rattati wrote:Adipem Nothi wrote:That everyone's Max Rotation Speeds are exactly the same (heavy or light, plates or no plates). I wouldn't pop the champagne until he weighs in on this point; I'm beginning to think its a bug.
But while we're on the point, do you guys think that the arse of an 1800HP Gal Sentinel should be his "soft spot" or "weak point"? Or do you think he should be able respond to threats from behind as readily as anyone else?
You guys already know what I think ... what do you think? We know and it sucked to be a heavy when turning speed was lower, I don't remember when that was. I might be coerced into saying maybe turning speed could be affected by plates. Please no. As you are well aware, I'm sure, the turn speed cap is a good idea on paper which turns out horribly in practice. The quicker overheat penalty to the HMG is a much better idea.
Most of the qq about heavies on the forums these days are from newer players who have no concept of how previous builds played. Please don't start making tweaks based on the recent qq.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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J4yne C0bb
Molon Labe. General Tso's Alliance
395
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Posted - 2014.06.21 03:10:00 -
[2] - Quote
Adipem Nothi wrote:J4yne C0bb wrote:CCP Rattati wrote:Adipem Nothi wrote:That everyone's Max Rotation Speeds are exactly the same (heavy or light, plates or no plates). I wouldn't pop the champagne until he weighs in on this point; I'm beginning to think its a bug.
But while we're on the point, do you guys think that the arse of an 1800HP Gal Sentinel should be his "soft spot" or "weak point"? Or do you think he should be able respond to threats from behind as readily as anyone else?
You guys already know what I think ... what do you think? We know and it sucked to be a heavy when turning speed was lower, I don't remember when that was. I might be coerced into saying maybe turning speed could be affected by plates. Please no. As you are well aware, I'm sure, the turn speed cap is a good idea on paper which turns out horribly in practice. The quicker overheat penalty to the HMG is a much better idea. Most of the qq about heavies on the forums these days are from newer players who have no concept of how previous builds played. Please don't start making tweaks based on the recent qq. o/ Jayne. We (Scouts) have been working on alternatives to rotation as well. What are your thoughts on a fraction of a second increase to spool-up time on HMG? Say, 0.25 seconds? And by "your thoughts" I mean do you like it more or less than rotation limitation? This is all assuming, of course, that the HMG Heavy is deemed at issue (it hasn't been yet, but we're getting together ideas for just in case it is). At any rate, we absolutely don't want to break you guys, so we're trying to brainstorm with you so we'll know what angle would be best pursued.
Only speaking for myself, of course, but I wouldn't mind a spool-up time on the HMG similar to the RR. I would even take spool-up and an overheat penalty together, as opposed to the turn-speed cap.
Just to make clear: I am interested in balance, because I play logi/scout on J4yne, and heavy on my alt Punch, so I can see both sides of this (like many vets, I'm not the only one with alts skilled into multiple roles). I just want newer people to understand that the turn-speed cap was really detrimental to heavy survival when it was in place, since by the time you are able to respond to a threat behind you, you're likely already dead. I would much rather prefer overheat or spoolup-time, because that encourages player skill with the HMG and not spray & pray, as opposed to an artificial nerf like turn-speed capping.
And some of it is, it seems like we have a recent influx of newer players, and from what I've observed, they don't know how to engage a heavy except head-on, which is why they are all dying so damn much. I've had matches where I've mowed down scout after scout who wanted to 1 vs 1 me, and other matches against vet scouts that tore me the hell up. For instance, had a really excellent match last night vs Mr. Mustard, who along with one of his buddies knifed my fat a$$ at least 6-7 times, and I never saw him coming. A merc of his quality, he'll put you down, cap or not. So I don't see why we should reward a poor scout playstyle with an artificial nerf on the heavy side.
So to sum, I understand there may be some need for heavy balance right now, but I'm strictly opposed to doing this based on inexperience with Dust's playstyle and roles.
Dust 514... another leaf on the wind.
PSN ID: B16D4mnHer0
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