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BL4CKST4R
La Muerte Eterna Dark Taboo
3005
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Posted - 2014.09.04 23:55:00 -
[1] - Quote
Yes please return the bullseye that is a heavy facing forward
Not these monstrosities that as soon as a mosquito bites them they instantly turn around and spray their clip
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3005
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Posted - 2014.09.05 00:25:00 -
[2] - Quote
Jacques Cayton II wrote:Sgt Kirk wrote:I want this game to be as balanced as possible so don't resort to posting comments saying Q.Q or that I hate heavies and I digress.
When heavies received their turn speed buff ages ago that's when heavies started appearing on the OP radar in forum threads.
Before they had tons and tons of HP. More HP than even now with an HMG that would tear you a new one but they were slow...not only were they slow but they couldn't turn on a dime like they do now.
This is my main issue with heavies, secondary issue being the complete ease of firing without worrying about overheat or spool up time but that's a different topic for a different day.
The reason Heavy suits received their bonus to Turning Speed in the first place was due to scout issues at the time and their uselessness against them at the time and I do vaguely remember one of the DEVs saying that the turning speed buff was just a temporary buff until the matter could be resolved.
Well, Rattati it looks like that time is now. Heavies are in a good place now with health, the scout issue is no longer present (albeit replaced by a different one) and the HMG now has a devastating amount of damage enough to swat anything that comes close to it (which is the way it should be) but all that with a high turning speed and ease of the weapon is not an ideal form of balance.
Just to get things more into context this is just like a Battleship in EVE having their Large Turrets have the same tracking speed as a small frigate turret. If you are familiar with EVE then you know how ridiculously absurd the idea is and would make running smaller ships in the game useless.
This can still translate roughly into DUST even with it's players being capable of independent movement.
- Currently Heavies have the Highest Health in the Game along with the Highest Damaging infantry weapons in the Game
From a gaming standpoint for balance those two traits translate into Slower movement Low Mag Size and or Long Lock on time / target acquisition
Sentinels can serve a broad purpose and the purpose depends on each race. Currently the Caldari serves more of a purpose of Long range Anti Material Support while the Amarr Sentinel is more of a Armor tank to soak up tons of damage. The Minmatar meanwhile would be the ideal heavy people have in minds with the HMG compatibility.
What I have in mind is a reduction of Turning speed from lowest to highest: Amarr Caldari Gallente Minmatar
You can also see that this correlates well with each races ideal battle methods and this would still allow the Minmatar Heavies to completely wreck suits just like Jove intended. As a bonus, not only does this change create balance but it also discourages the use of light weapons on sentinel suits without completely invalidating Light Weapons on Sentinel Frames.
I have to wrap it up now to pick up the kid from practice but please keep in mind that I have ideas for balance to the other suits as well. This is just a topic about heavies. Wouldn't it be Amarr Gallente Caldari Minmatar You know since gallente heavies can tank so much better. Besides it's a bad idea then all the scouts will become op. The only thing that keeps scouts in check are heavies take that away and scoutapolsa
he is going by EVE balance where the Gallente are actually the second fastest race via base speed of ships and usage of speed modules.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3005
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Posted - 2014.09.05 00:29:00 -
[3] - Quote
Zatara Rought wrote:Before they do this they need to fix firing from cloak.
Heavies only have a shot at shotgun scouts because of the turn speed.
Definitely, besides a good scout doesn't need a cloak to use a shotgun only to run away ;). In my opinion the button should be quickly pressed then the shotgun withdrawn BUT not fired the shotgun must be equipped before it can be fired which adds about an extra 1 second before it can be fired. Enough time for the scout to die if detected uncloaking specially with the sound.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3011
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Posted - 2014.09.05 10:11:00 -
[4] - Quote
Michael Arck wrote:Sgt Kirk wrote:Michael Arck wrote:Ehh, I agree with the consensus. Sentinels need to be able to have a fighting chance against a backstabbing scout. group a sentinel with a squad or at least another person. This is supposed to be a team based game no? Where everything has a counter to it. We are acting as if heavies are supposed to be fully efficient on their own which is NOT the way it was intended to be. And we acting like the public contracts doesn't state its for lone mercenaries or small squads. We shouldn't change the sentinel turn speed when the scouts have greater mobility anyway and a good scout can still run circles around a heavy. Yes its a team based game but that isn't a squad. The team is 16, the squad is 6. So if you're not in a squad, you're still on the team.
people keep talking about scouts strafing etc etc, and that right there is a problem of the scouts and the game and how its handles strafing, and the motion of infantry units. I bet you anything that if strafing was fixed so you couldn't instantly change directions without losing energy, the turn speed change would be warranted.
So in reality the only reason all suits have the same turn speed is to combat the unreal physics tied to strafing, when all the turn speeds were homogenized scouts had the ability to literally break hit detection because they could strafe much faster than now, which is why again turn speeds where changed. But that did not fix the condition only a small symptom of the condition.
supercalifragilisticexpialidocious
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