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Gavr1Io Pr1nc1p
496
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Posted - 2014.06.17 22:54:00 -
[1] - Quote
everyone and their mother were armor tanking with combat rifles in invisible to radar gallente suits or unhittable cal suits.
now, everyone and their mother, brother, sister, father, aunt, uncle, cousin twice removed, and pet rabbit are using heavy frames with HMG's. Those that were smart and foresaw the scout nerfs already have sentinels, while everyone else is scrambling to gain enough sp to max out at least one frame and get HMG's
Please, if you are going off of market data alone for buffs/nerfs, please find some way of fixing the heavy. Heavy spam can and will ruin the game just as much as the initial scout spam did for some.
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
500
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Posted - 2014.06.17 23:30:00 -
[2] - Quote
to prove to you all that the HMG heavy is overpowered, i WILL skill up to proto a minnie sentinel (arguably the most underpowered) and play with it for 1-2 months, come back, and share my thoughts. Who knows, I may change my mind.
However, atm, a mlt heavy with a republic HMG is more effective than my proto min scout
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
500
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Posted - 2014.06.17 23:41:00 -
[3] - Quote
I-Shayz-I wrote:Scouts were nerfed because their bonus granted them free modules so that they COULD tank their suit without having to using profile damps, precision amps, and range amps.
Other suits don't just get a free module just by skilling into the suit, it's almost always a BONUS to the weapon or item, which FORCES you to use that item and take up a slot that could be used by something else. eh...sentinels, commbandos, assaults (to an extent) all have bonuses to the suit/a weapon. I like the scout changes for gal/cal, however, amarr scouts were boned, and min scouts became only viable in pubs
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
500
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Posted - 2014.06.17 23:42:00 -
[4] - Quote
True Adamance wrote:For the record was Tanking before it was cool.
For the record was Commandoing, reluctantly, before it was cool.
For the record was Amarr before it was cool.
Now give me my Gold, my women, and my Golden Women NOW!
Sure, why not?
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
507
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Posted - 2014.06.17 23:49:00 -
[5] - Quote
i think if the heat up were greatly increased so that strafing for some time can buy you an easy escape/heavy kill would be great, but it would have to be a lot of heat up. id think that it would over heat after ~90 shots, and would be balanced, with the assault variant having lower over heat (similar to ScR v. AScR)
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
508
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Posted - 2014.06.18 00:08:00 -
[6] - Quote
Gavr1Io Pr1nc1p wrote:i think if the heat up were greatly increased so that strafing for some time can buy you an easy escape/heavy kill would be great, but it would have to be a lot of heat up. id think that it would over heat after ~90 shots, and would be balanced, with the assault variant having lower over heat (similar to ScR v. AScR) There, I did it. Something sensible came out of my metaphoric mouth today, and should be listened to
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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Gavr1Io Pr1nc1p
515
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Posted - 2014.06.18 02:10:00 -
[7] - Quote
Vitharr Foebane wrote:Gavr1Io Pr1nc1p wrote:Gavr1Io Pr1nc1p wrote:i think if the heat up were greatly increased so that strafing for some time can buy you an easy escape/heavy kill would be great, but it would have to be a lot of heat up. id think that it would over heat after ~90 shots, and would be balanced, with the assault variant having lower over heat (similar to ScR v. AScR) There, I did it. Something sensible came out of my metaphoric mouth today, and should be listened to you realize that if the hmg overheated at 90 rounds heavies would spend more time waiting for their weapon to cooldown then actually shooting right better open a dictionary and look up what sensible is defined as... please punctuate, i can't understand what you are saying. 90 rounds is maybe a little low, (id revise to 120) though thats more than enough to kill almost anything in the game. Maybe it would be balanced by very quick cool down as well, which would make it more minmitar like as well (high burst dps, then a drop in dps) as a heavy would have to wait for a split second to cool down. It would also add some skill into using the HMG, which would actually be a nice change. Also, it makes the assault variant much more appealing, as currently, it is outDPSed at range by a non variant HMG. I see no problems with this whatsoever, if the cool down was ridiculously fast.
You would retain continuous fire capabilities for: 2400/60=40 rps 90/40=2.25 seconds
Seems fair enough to me, 2 seconds of fire, .75 seconds to cool down, and repeat. At 1000 dps, the HMG should be fine, and this would add a skill baseline to the heavy/HMG combo role.
With a skill baseline, the heavy would be spammed much less, as only those who were dedicated to the role would be retain their current efficiency (basically what the scout nerfs were intended to do. Whether they worked or not...but thats another issue). This, coupled with assault buffs, would only really hurt people who, for lack of a better phrase, are not very good at this game, and require a 2k hp, 1k dps role to be decent.
Overall, if there is going to be a heavy nerf (which, in all honesty, seems quite likely) this and perhaps a nerf to rotation speed would be sufficient points of balance
What all Minjas are thinking as they play...
Yellow Heavy, Red Heavy...
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