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Arcturis Vanguard
Escrow Removal and Acquisition Dark Taboo
218
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Posted - 2014.07.26 15:57:00 -
[1] - Quote
As an individual who has been a dedicated heavy for over a year and a half, I have pretty much seen everything minus Tue closed beta days. When I first started off, the heavy suit was one of the most expensive to run. I didn't really care about the price tag nor would I really care if the tag was bumped up to be in line with a decked out logi at proto level. After all we need our logibros and I hate knowing they (could) end up dying more and (could) lose more isk then me for working together with me.
I don't like this module that you speak of. The reason being is that in any battlefield if you are immobile for any prolonged period, your dead. I would never want to be immobilized for any percentage unless it was Damn near 100% resistance to all incoming damage, which would be stupid OP and completely broken for any game. I think it's a decent thought to suggest but it would never gain my support.
The profile of the heavy is already higher then every suit and even with the passive bonuses to dampening its not that low to be extremely stealthy. Sure it might be slightly unfair for someone new who isn't skilled into those passive skills to not pick up a heavy on tacnet, but then again why should a specific role be penalized when an individual has worked long and hard to acquire those skills? Obviously a dedicated heavy will not be investing SP off the bat, if at all, because it's a luxury item that is not truly needed to be successful. More then likely if you do run into a heavy that is passively dampened is because the player is multi spec into a few other roles and need those skills for other builds.
The sentinels don't need any adjustments until the assault suits go through their balancing. Scout suits need to be finalized with the direction ccp wants to take them. After all these adjustments are made and IF the heavy suit paired with the HMG are still ridiculously OVERPOWERED (which they really aren't when engaged correctly) then I'm all for a 're balance to create equilibrium between all classes.
Heavy spam became prevalent because of the cloaked scout spam via 1.8 launch. Which came about because of all the high sp events hosted by ccp.which in turn allowed more people to skill into multiple rolls quicker then ccps original game plan designs. It's simple cause and effect.
The simple fact is that people got tired of being OHK by someone who remained invisible after the first shotty. Heavy suits are the only suit that can take 2-4 direct hits before being downed. This allows individuals a chance to play the game and give them a chance to fight back on a broken mechanic upon implementation to the game. I don't fault the heavy suit, nor people flocking to it because of a misstep by the developers.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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Arcturis Vanguard
Escrow Removal and Acquisition Dark Taboo
220
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Posted - 2014.07.27 01:02:00 -
[2] - Quote
Ewar scouts should be the only viable option for dust. Maybe we can buff the assaults enough to get players into those suits for easy trolling kills to make us feel like we are awesome at video games.
Heavy suits are a burden in this game and should just be deleted. Or if we must keep the suit, Make it so the suit cannot jump. I like the idea that they can only turn left and takes then at least 3 full seconds to completely turn full circuit. Hmg needs to have an optimal of 10 meters and effect of 12 meters. The damage should be so severe that between 10-12m it takes a full clip to kill a base ehp scout suit, that is of course ALL bullets connect, and have to factor in the new heat build up for Charlie.
All heavies are scribe that cannot aim and need high HP buffers. They shouldn't be able to be an offensive unit in any way but solely defensive, which is perfect because if they cannot kill in an offensive manner then cannot kill to hold a point which is perfectly sound in reasoning.
Need the role please ccp, what everyone is saying of the forums is correct. Heavies never die and are breaking this game and for real, for real unfair and overpowered. The community has spoken.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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Arcturis Vanguard
Escrow Removal and Acquisition Dark Taboo
223
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Posted - 2014.07.27 13:57:00 -
[3] - Quote
Joel II X wrote:Thurak1 wrote:emm kay wrote:Nocturnal Soul wrote:Remote explosive I've tried this, and i do not know how people do it. I always get frustraded because i have no clue how to do it. I toss my explosive like a frisbee and press the det button. 1/2 the animation plays and no boom. I was expecting an earth shattering kaboom! Not to mention sentinels can already tank res so there's that... Sentinals do not have enough hps to tank a RE. I have been killed many times by these annoying frisbee's myself. They do, actually. A STD RE. The Amarr one can do it due to their resists and the ability to ultra stack hp mods.
Frankly you are and some of the community ARE mistaken about remote explosives. First of all the damage IS scaled from basic to prototype. All sentinels are a 25% resistance to explosives, not just amarr, and a fully tanked (shield and armor) proto gallente and amarr could take an RE if they don't take any previous damage. Currently, pre-Charlie, the gallente sentinel can stack the most armor due to the 4 low slots, post Charlie the slot layout will be swapped between the gal and amarr.
Also activation times are decrease from basic to proto on remote explosives.
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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