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Apothecary Za'ki
Biomass Positive
79
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Posted - 2014.06.18 11:30:00 -
[1] - Quote
1. no. scouts alreayd have an easy time circle strafeing heavys.
2. NO. it already takes like 100 bullets to kill a player as it is.. abotu 150 if its a brick tanked gallente MEDIUM frame.. can take a full 400+ to kill a heavy... and you wont be killing a proto heavy with just 300
ps. use orbitals and/or massdriver supression.. flux nades.. locus nades..sniper support... dropships fireing from above...your just whineing about the only real use heavys have in the game!
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Apothecary Za'ki
Biomass Positive
79
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Posted - 2014.06.18 11:39:00 -
[2] - Quote
Gavr1Io Pr1nc1p wrote:Apothecary Za'ki wrote:1. no. scouts alreayd have an easy time circle strafeing heavys.
2. NO. it already takes like 100 bullets to kill a player as it is.. abotu 150 if its a brick tanked gallente MEDIUM frame.. can take a full 400+ to kill a heavy... and you wont be killing a proto heavy with just 300 Lets do the math... 17*100=1700 damage 17*150=2550 damage 17*400=6800 damage i think that you are exaggerating just a little bit.... thats if each and every bullet hits. of which it wont cause no stunlock so they can easly duck for cover or get out of LOS and thats at below 3 meters you get that dps.. above that and dispersal makes you miss shots.. above 15 and your a joke..
its not as bad as shotguns cause they do 900+ in 2 shots to middle mass OHK if head shot..
the HMG is not a good gun to use if you dont wanna be reliant on hives while shotgun is easly superior to the hmg.
now i remember how it was starting out as a newberry heavy.. i was always running out of ammo and the dispersal was maddening.. after skilling up and lowering dispersal which took time and effort thats just like saying FU to the SP spent.. its like how rail rifle has literally no dispersal over level 3 or 4 and yet people dont while about nerfing it..
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Apothecary Za'ki
Biomass Positive
79
|
Posted - 2014.06.18 11:55:00 -
[3] - Quote
Glyd Path wrote:How about someone that is not the OP posting this? Maybe someone exactly like @CCP Rattiti. Unless it is from him, this is just a waste of bits. Unless whining about heavies because you don't know how to use a grenade or a RE makes you happy. Then by all means.
i run logi most of the time, heavy is just to break up the monotany a little. and yes flux nades and dmg nades and mass drivers are the bane of heavys on a point
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
84
|
Posted - 2014.06.18 23:56:00 -
[4] - Quote
RogueTrooper 2000AD wrote:Gavr1Io Pr1nc1p wrote:Apothecary Za'ki wrote:1. no. scouts alreayd have an easy time circle strafeing heavys.
2. NO. it already takes like 100 bullets to kill a player as it is.. abotu 150 if its a brick tanked gallente MEDIUM frame.. can take a full 400+ to kill a heavy... and you wont be killing a proto heavy with just 300 Lets do the math... 17*100=1700 damage 17*150=2550 damage 17*400=6800 damage i think that you are exaggerating just a little bit.... I liken this to working out petrol consumption. On paper it looks right but there's x amount of variables in real life that skew whiff the hell out of it. Your math accounts for nothing but two completely std fits with no sp spent and standing still at best. AT BEST. my math is just the weapon its self with no modifiers and DPS is a better guage for damage output then total damage cause if heavys coudl actually put out the 6800+ dmg with a HMG they would melt tanks and other vehicles.. WOULDNT THEY?! but they dont
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
84
|
Posted - 2014.06.18 23:57:00 -
[5] - Quote
Killar-12 wrote:Alena Ventrallis wrote:Reducing turning speed is bad bad bad. We went through this before. Simply increase HMG dispersion. Seems like a fair Idea.
more dispersion would lower effective range even more.. but how about if they gave the normal more dispersion while the LONG range varient has less dispersion but less dmg per shot?
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
84
|
Posted - 2014.06.19 00:15:00 -
[6] - Quote
Vicious Minotaur wrote:I have been a heavy since chromosome, so I may be a little biased but:
HMG needs a few tweaks. Right now, it rewards spray&pray "tactics" too much. More heat buildup would be welcome. In addition, there needs to be a more significant difference between the normal&assault variants. Perhaps the assault needs to differentiate itself not only in range, damage but in clip/ROF/heat, too. The only variant that has a distinct feel is the burst. We could use more variety.
The resistances are something I have never been a fan of. They are intangible bonuses. I can see and feel the extra rounds in my SMG when I skill into Minmatar assault. I can see and feel the improvements in rep tools when I skilled into Minmatar logistics further. But with my Minmatar Sentinel, the bonus is just sort of there; hidden, regardless of what you put on the suit. I don't feel them. I don't see them.
And never mind the fact that Sentinels already have high HP, so resistances are icing on the cake. Especially for armour tankers, who get more EHP than sheild tankers. So armour tankers get more HP for which the resistances affect. For them, that "icing" is an inch thick.
CCP should move away from non-equip based bonuses. Which is to say: in order to take advantage of your role/racial bonuses, you ought to put on a module/weapon/equipment to get it. They are partially there overall, but heavies are the only class that is exempt from that idea entirely.
Now, I could add a few more things, but typing on a tablet is annoying.
i strongly disagrree with the turn speed proposition.. and more so with ammo clip decrease.. but the heat issue is debatable as low skilled HMG users burn alot of ammo only trying to kill people which leads to longer bursts or complete thermal overload when trying to clear rooms after you throw a few flux inside.
HMG dosnt really do much VS armor brick tanks and iv had quite a large amount of experience at least 1mSP+ worth of experience (outside of XP events and FROM being full standard fit with standard sentinel suit and HMG)...
so my stance is leave heavy's as they are balanced in the sence iv played heavy alot but played logi (against heavy) more and have no problem taking out heavys with an advanced CR from range or get lucky strafeing..
now strafing with nerfed turn-speed will just make heavy's sitting ducks so that is out.. the problem is the "death taxi's" which i see as legitimate play to compensate for slow movement and short range and now with the buffed RE and PLC should be less of a problem if people played Commando more and used a secondary AV weapon instead of whoring Cal scout or slayer logi(i do not do slayer logi)..
so the problem is perhaps.. acessability to AV weaponry.. the not very fun Commando slot layout(no nades and caldari commando has no lowslot at standard)
the av weaponry is all at level 3 and 4 while the main rifles people use are only level 1 so that is problem 1.. and also peoples selfish way they play and not wanting to harass the death taxi to really shaft the heavy who is riding the LAV..
so TL;DR make AV weaponry more assessable improve commandos (possibly grenade slot AND equipment slot) leave HMG as is leave turnspeed as is give a short lockout on LAV 5-10 seconds.
i think that covers it all and if ccp did improve commando i bet people would play it more as its got HP and versatility for frontlining and can stand up to HMG heavy's more, might see a few less scouts, perhaps a few more Minjas(cause of higher alpha then shotty scouts).. then give assaults a second equip slot and a slight hp buff that way they can be comparable or slightly better then scouts
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Apothecary Za'ki
Biomass Positive
84
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Posted - 2014.06.19 00:16:00 -
[7] - Quote
Moguns Ja'Xon wrote:Killar-12 wrote:Moguns Ja'Xon wrote:1) NO 2) NO
I have a hard time turning as it is. Us heavies are slow as f***. Theres barely any heavies guarding points anymore. Just people with shotguns, ars, and combat rifles. If anything you guys need to put dmg progression on hmgs. 75% of my bullets wont hit you anyways. 85% if youre a scout. Make us slower ? Not no but hell no. I move 3 m/s. 3!!! Why do i got to move even slower cause some scout with a shotgun wants us nerfed ? I suggest putting a charge up on them. In exchange for more dmg or rpms. This would enable you shotgun sissies, combat c***s, and asault a**es to get the drop on us. 3 second charge on basic hmgs. 2 on adv. 1 1/2 on proto. Decrease the heat build up dramatically. I personally want more rpms. 4k+ on all of them. I mean miniguns irl have 9000... Why not make em close to it. Im not saying make it 9000... make it 4k :) Id like to be able to pose an actual threat for once. Im always getting shot by 3 people at once and i take out 2 before the cloaked shotgunner a** r@pes me. Not trying to sound like a d1ck by the way. No, You're bad... it's not the suit you're just bad I'd bet... I avg out 15-5 per battle. Im not bad bud. Bad ? Seriously dude ? And this is coming from the guy whose making heavies sound op... Also coming from a shotgun sissy...
lets not forget how WP starved heavys are!
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
84
|
Posted - 2014.06.19 00:21:00 -
[8] - Quote
Macchi00 wrote:HMG need effective range nerf.
finally a sensable person.. how abotu the "short" version still keeps its range but effective is maybe 0m-20m and the "long" version is like 0m-35m but reduced damage
hey that sounds like how they are already!
ps those ranged i stated were an off the top of my head figure but most of the time i dont like to engage people as a heavy unless they are below 15meters, 5 meters seems optimal so you dont end up over compensating for their movements
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
84
|
Posted - 2014.06.19 00:28:00 -
[9] - Quote
Killar-12 wrote:This is to those who know the power of 2-3 HMG Heavies on a letter, Two Suggestions will be given 1) Reduce the HMG's Magazine to 300 Rounds And 2) Reduce the Maximum Turning speed of the The Heavy
also if 2 or 3 heavys are on the point they are doing their job and what the sentinel suits were designed to do. Adapt and thrive.. or dont.. and whine like a little *****
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Apothecary Za'ki
Biomass Positive
85
|
Posted - 2014.06.19 00:29:00 -
[10] - Quote
Adipem Nothi wrote:Alternative Idea Add "spool-up" time to HMG
there is already spoolup on standard HMGs think its .20 or .25(like RR) though its removed on advanced and higher.
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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