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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3854
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Posted - 2014.10.23 08:03:00 -
[1] - Quote
I have been thinking about some of the issues people have with sentinels and the problems Sentinel Suits present to balance. Quite frankly in my opinion Sentinels aren't being utilized in the best manner that plays to their strengths.
This is not a complaint on current balance. Period. Rattati has done phenomenally well with the cards he has been handed. This is a proposal to alter the role a Sentinel plays on the battlefield.
The objective of this proposal is twofold:
1: Bring Sentinels into line with a role that fits their size, durability and lack of mobility. This includes a re-introduction of turn speed penalties to sentinels but not to the suits directly.
2: Remove Sentinels as the go-to suit in PC for CQC operations in favor of the assault. This objective does not include completely removing Sentinel capacity in CQC.
Proposed primary role: long range point defense and support suppression and vehicle deterrent/destruction. Primary weapons: All Forge Guns, Standard HMG, Assault HMG.
Proposed Secondary Role: Suicide Breach operations. Primary weapon: Burst HMG
Tertiary role: Distraction. Primary weapon: Any People will always fixate on the largest percieved target.
The suit does not need to be altered. What would need to be altered is the Heavy Machineguns. The reason for this is simple:
The suit is not dictating the role of the weapon. The weapon is dictating the role of the suit, and this puts sentinels on the razor's edge for balance continuously and without fail. It is also a source of long-standing irritation among the playerbasse for a long time.
Proposed change to the STD Heavy Machinegun:
1: Increase range comparable to rifles.
2: reduce dispersion dramatically, possibly tone down the damage.
3: apply a turn speed penalty to the HMG, not the dropsuit.
This should bring the Sentinel into line with the role that makes sense, as open-field fire suppot.
Changes to Burst HMG: none. Do not apply turn speed.
The weapon is great for attacking and breaking lines. It is not good for sustained, long-term engagement which is needed for viable point defense. The current standard HMGs do better defensively.
Assault HMG: Light damage, long range with a higher rate of fire in between the standard and Burst in both range and output.
1: leave damage as is
2: place range between STD and burst and reduce dispersion accordingly
3: slightly increase RoF
4: apply 1/2 the standard HMG turn penalty.
These changes are proposed to provide a better differentiation of battle role.
Close combat: minimal or no turn penalty.
Long Range: turn speed penalty.
Forge guns aren't horribly viable vs. Infantry in close. At best you might get a couple lucky kills. So the penalty to turning is pointless.
But utilizing this would make lighter suits be able to deal with sentinels in CQC as they should. Given the Bursts tendency to get the operator killed it's likely this could solve a few headaches among the playerbase.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 08:01:00 -
[2] - Quote
Im amazed no one seems to care about this topic given that assault and logi utility in PC is being held hostage by the need to keep sentinels as the kings of CQC, a role that makes no sense for the suit design.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4259
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Posted - 2014.10.24 09:19:00 -
[3] - Quote
mmmm....what if heavies took longer to spawn?
Changes to Burst HMG: none. Do not apply turn speed.
The weapon is great for attacking and breaking lines. It is not good for sustained, long-term engagement which is needed for viable point defense. The current standard HMGs do better defensively.
People use heavy spam to negate the weakness of the burst.
rotate heavies and wala. 1 heavy > 2 assaults or logi's firing on him.
now add in 4 heavies rotating in an area.
add in 1 logi rep tool for maximum ownage.
Bursts win engagements with regular HMG's so the more sustainable fire of the standard variant is only good if you suck and need to spray and pray.
Which is just **** poor IMO. need to make them more different.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Zatara Rought
Fatal Absolution General Tso's Alliance
4259
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Posted - 2014.10.24 09:21:00 -
[4] - Quote
Putting turn speed on the weapons and not the suit does nothing to solve the problem aside from allow ADS targets a higher success rate at escaping.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1293
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Posted - 2014.10.24 09:46:00 -
[5] - Quote
Why would anyone use them .?. think they get shot gunned and knifed now .. how is this helping " define " their role .?. if anything , this will lead to their being less viable and visual on the battlefield .
Scouts already can out strafe any and all suits , get the drop on heavies and NK them with regular consistency and there already weight penalties in place which effects a persons mobility .
If you wanna see less heavies on the field , then enact these proposals .
I just can't see why people wanna nerf roles out of use like that's creating a greater experience and environment , yeah lets change more things and make them useless so we can not have another reason to deny a SP refund and kill the game all at the same time .
How can you people make such suggestions and still say that choices matter .?. or you should be ready to adapt if you make a role totally useless ???
Are you a scout that's upset with the coming changes to your role so you wanna " exact justice " by making heavies more useless so their even more easier for you to kill ???
Are you really having that hard of a time now .?. or do you think you will after 1.9 ???
Their not as mobile as you would lead one to believe to be made to cause that much of a problem for such proposed changes but it seems that you have some that believe , this type of thinking is warranted and these changes necessary .
Just when things begin to seem like they were falling into place .
Do what you will community , you seem to be so good at that and then complaining about the after effects .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 09:52:00 -
[6] - Quote
Zatara Rought wrote:Putting turn speed on the weapons and not the suit does nothing to solve the problem aside from allow ADS targets a higher success rate at escaping.
You're not looking at the whole post. Its a combination of factors:
1: you cannot have a CQC combatant be effective if he cannot track a target. This was the original reason for turn speed normalization.
2: heavies are huge, easy to hit, slow as hell, heavily armed and armored with limited mobility. These are not traits of good CQC combatants where speed, maneuverability and rapid kill capacity are the norm. They are traits of open ground fire support platforms.
3: making heavies long range fire support platforms incapable of CQC defensive dominance opens critical portions of the map to assaults as the primary attack force potentially with burst HMG door kickers to breach a hole.
4: putting turn speed penalties on long range weapons allows sentinels to perform long range hardpoint defense and makes them vulnerable to assault and scouts that successfully maneuver in close.
5: keeping close range sentinel weapons on the burst HMG meta of high damage, short engagement duration with penalties like the near-suicidal seize creates another window of opportunity for assaults to overcome and kill careless heavies.
6: the turn speed penalty for long range anti-infantry weapons should be sufficient that it matches assault strafe speed at 15 meters, allowing fast movers to tear heavy dropsuits apart in CQC the way they SHOULD.
7: Finally, forcing sentinels to play to the design strengths of the dropsuit rather than the artificially created/enforced CQC role exposes them to counter-fire from weapons that can kill them such as charge snipers and laser rifles.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 09:59:00 -
[7] - Quote
Shinobi I'm a career sentinel player.
Sentinels should never have been shoehorned into a CQC only role.
If you give HMGs range and make them vulnnerable in close you will find that they are anything BUT useless, especially on bridge maps, and open area maps like line harvest and manus peak while ensuring when you go into the orbital artillery station you're going to see more assault and commando and less HMG spam.
You basically turn HMG sentinels into what modern machinegun teams are. Something you don't want to run toward that is lethally vulnerable to close combat.
By leaving the burst unchanged you take away long term sustained CQC spam and gain a hard attack that disrupts enemy defenses.
Which is why you put turn speed on long range suppression weapons and keep cqc attack weapons penalty free while keeping them like the burst: more likely to kill an incautious operator than by enemy fire alone.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 10:03:00 -
[8] - Quote
Finally... there need to be less heavies on the field. Tgere need to be less scouts.
The bulk of any force should consist of line infantry.
Assaults and logi support are line infantry.
Scouts and sentinels should be the SUPPORT, not the primary bulk of your forces.
In order for that to happen sentinels need to get ejected from this CQC idiocy and EWAR needs to be fixed so permascan and permahide are not possible.
Assault utility and dominance within their role are being held hostage by bad ewar mechanics and sentinel dominance in CQC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides
4713
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Posted - 2014.10.24 15:51:00 -
[9] - Quote
Breakin Stuff wrote:I have been thinking about some of the issues people have with sentinels and the problems Sentinel Suits present to balance. Quite frankly in my opinion Sentinels aren't being utilized in the best manner that plays to their strengths.
This is not a complaint on current balance. Period. Rattati has done phenomenally well with the cards he has been handed. This is a proposal to alter the role a Sentinel plays on the battlefield.
The objective of this proposal is twofold:
1: Bring Sentinels into line with a role that fits their size, durability and lack of mobility. This includes a re-introduction of turn speed penalties to sentinels but not to the suits directly.
2: Remove Sentinels as the go-to suit in PC for CQC operations in favor of the assault. This objective does not include completely removing Sentinel capacity in CQC.
Proposed primary role: long range point defense and support suppression and vehicle deterrent/destruction. Primary weapons: All Forge Guns, Standard HMG, Assault HMG.
Proposed Secondary Role: Suicide Breach operations. Primary weapon: Burst HMG
Tertiary role: Distraction. Primary weapon: Any People will always fixate on the largest percieved target.
The suit does not need to be altered. What would need to be altered is the Heavy Machineguns. The reason for this is simple:
The suit is not dictating the role of the weapon. The weapon is dictating the role of the suit, and this puts sentinels on the razor's edge for balance continuously and without fail. It is also a source of long-standing irritation among the playerbasse for a long time.
Proposed change to the STD Heavy Machinegun:
1: Increase range comparable to rifles.
2: reduce dispersion dramatically, possibly tone down the damage.
3: apply a turn speed penalty to the HMG, not the dropsuit.
This should bring the Sentinel into line with the role that makes sense, as open-field fire suppot.
Changes to Burst HMG: none. Do not apply turn speed.
The weapon is great for attacking and breaking lines. It is not good for sustained, long-term engagement which is needed for viable point defense. The current standard HMGs do better defensively.
Assault HMG: Light damage, long range with a higher rate of fire in between the standard and Burst in both range and output.
1: leave damage as is
2: place range between STD and burst and reduce dispersion accordingly
3: slightly increase RoF
4: apply 1/2 the standard HMG turn penalty.
These changes are proposed to provide a better differentiation of battle role.
Close combat: minimal or no turn penalty.
Long Range: turn speed penalty.
Forge guns aren't horribly viable vs. Infantry in close. At best you might get a couple lucky kills. So the penalty to turning is pointless.
But utilizing this would make lighter suits be able to deal with sentinels in CQC as they should. Given the Bursts tendency to get the operator killed it's likely this could solve a few headaches among the playerbase.
For the Standard HMG the turn speed reduction alone would give medium suits an advantage in CQC. I donGÇÖt agree with changing the Standard HMGGÇÖs range, dispersion, or damage. (Assault HMG can provide a ranged option.)
The Assault HMG is already sub-par in CQC so I would leave its turn speed alone. I think a dispersion reduction to give it an effective 10m range buff would make it effective without being OP.
RP Explanation would be that the Assault HMG and Burst HMG are made out of lighter materials; with the Assault HMG using smaller rounds that can be fired farther with less gun powder, producing less heat at the cost of reduced damage; while the Burst HMG turns out a great deal of damage but overheats quickly. The Standard HMG by contrast has a more robust construction using heat resistant materials which allows it to put out large amounts of damage without heat buildup being as much of a problem, but this also makes the weapon heavier, making it more ponderous and difficult to track fast moving targets.
Personally I would prefer increased turn inertia, over a turn speed cap, but I am not sure if that is supported by the game mechanics.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3911
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Posted - 2014.10.24 16:16:00 -
[10] - Quote
You missed the point of the whole post gaden.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 17:10:00 -
[11] - Quote
I'm halfway liking and halfway not-liking this... but it mostly comes down to preference, if I'm honest.
On the whole- I really like heavies with heavy weapons being effective over range. That is, IMO, something that's also logical. Any argument of "a heavy at range will be impossible to kill" is very effectively neutered by the fact that heavies that are speedfit are also not as durable, and will want to be closer, where you can probably shotgun them.
Heavies that are not speedfit are therefore slow, which means that if you're smart you could probably either run a heavy down, or more likely just avoid the area that heavy is in. That being said... I'm not sure that a turnspeed limitation would be necessary.
Consider that, at present, a shotgun (or RE) user can pretty effectively kill heavies anyways, then I do think a turnspeed limit falls under the umbrella of "we may not need it". If this is implemented, I would heavily advocate not including the turnspeed limitations... at first. Then CCP could gather data and figure out if it was needed, or if the other changes you suggest would be all that is necessary.
Buff Logis | Nerf Goldfish
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Fox Gaden
Immortal Guides
4713
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Posted - 2014.10.24 17:11:00 -
[12] - Quote
Breakin Stuff wrote:You missed the point of the whole post gaden.
Sentinels never should have been CQC monsters to begin with.
They were pinholed there because you can't strafe glitch high dispersion weapons at long range.
During beta when the "top players" were enjoying almost no CQC maps and longer ranges on the justification that range on the HMG would be unfair.
Read: "we want heavies to be neutered and easy kills." I donGÇÖt entirely agree with the premise of your proposal. However, I am not vehemently opposed to it either. It just makes me uneasy.
I also donGÇÖt have the PC experience to speak directly to its use in that environment, so any suggestions I make in that regard would be based on other peopleGÇÖs description of what is being done, and my understanding of the tactical principals behind the strategies they describe.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3916
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Posted - 2014.10.24 17:16:00 -
[13] - Quote
Im basing my premise on standard cqc fights in FW and pubs where it's a race to see who can flood CQC cap points with fatties faster via uplink spam.
I see it in practice in pubs and in FW.
PC is another idiot ball of wax
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1943
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Posted - 2014.10.24 19:20:00 -
[14] - Quote
this wouldn't be an issue if we weren't given just two weapon and told to make it work. The lack of a heavy plasma and laser weapon destroys any balance and role designation we try to make.
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3924
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Posted - 2014.10.24 19:24:00 -
[15] - Quote
Vitharr Foebane wrote:this wouldn't be an issue if we weren't given just two weapon and told to make it work. The lack of a heavy plasma and laser weapon destroys any balance and role designation we try to make.
HMGs should have a range longer than my wang. But the hue and cry was for them to be CQC even though CCP was making strides in making them hella effective at decent ranges.
then the nerfs began. specifically nerfs to make them CQC weapons. It made no sense whatsoever.
Gallente heavy weapon as CQC?
Ok I can see it.
MINMATAR????
Last I checked Minmatar weren't knife-fighters.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1943
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Posted - 2014.10.24 19:26:00 -
[16] - Quote
Breakin Stuff wrote:Vitharr Foebane wrote:this wouldn't be an issue if we weren't given just two weapon and told to make it work. The lack of a heavy plasma and laser weapon destroys any balance and role designation we try to make. HMGs should have a range longer than my wang. But the hue and cry was for them to be CQC even though CCP was making strides in making them hella effective at decent ranges. then the nerfs began. specifically nerfs to make them CQC weapons. It made no sense whatsoever. Gallente heavy weapon as CQC? Ok I can see it. MINMATAR???? Last I checked Minmatar weren't knife-fighters. don't get me wrong i agree HMGs should have a longer range but we need all weapons before we can put them in their proper place
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3924
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Posted - 2014.10.24 19:38:00 -
[17] - Quote
never gonna happen. We'll see legion alpha testing invites before we see full vehicle and weapon spreads
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Cross Atu
OSG Planetary Operations Covert Intervention
3462
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Posted - 2014.10.24 20:11:00 -
[18] - Quote
/me marks thread for observation and goes to consider more heavy fits for first hand testing
See a cool idea thread? Mail me the title and I'll take a look =)
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Bradric Banewolf
D3ATH CARD RUST415
424
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Posted - 2014.10.24 20:50:00 -
[19] - Quote
Cost change could help with managing spam. Why would a player run proto assault when he can get more for the same price with proto heavy?
A medium suit with less going for it cost as much as a heavy suit. Same goes for the light suits. I always thought it was weird, and poorly planned?!
If you want the maximum damage output of the heavy dropsuit you should pay more. Before scouts were buffed to predator statistics this was my same argument. Since they would die so much more often, and had low ehp, why dI'd they cost just as much as assault suits?
The same can be said for the weapon classes. We see that sidearms, shotguns, kn's, mass drivers, and swarm launchers price tags vary from other weapons. My guess is they lack in one area of another that warrants cheaper pricing. So why doesn't the suits get the same consideration?
Clearly the assault and logi spend and loose more money than the heavy, and that's why everyone is running them. Will it stop heavy/scout spam? Probably not, but it will make some think twice before risking so much isk to run some suits. A true assault player could afford to loose the suits they do in PC.
The game has changed tremendously over time, and it's time for a price overhaul.
"Anybody order chaos?"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3936
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Posted - 2014.10.24 20:59:00 -
[20] - Quote
you don't play a heavy to save money.
Doing that is an idiot game UNLESS you have a logi-slave.
Contrary to what everyone seems to think, Sentinels die a LOT. The problem is, you can't kill SIX of them fast enough to break their camp before they start to respawn and re-engage. And right now in CQC maps the meta is load in the uplinks and flood the area with fat.
Increasing the price is a non-balance point. people will simply pay more to do the same thing.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
74
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Posted - 2014.10.24 22:46:00 -
[21] - Quote
Bradric Banewolf wrote:Cost change could help with managing spam. Why would a player run proto assault when he can get more for the same price with proto heavy?
A medium suit with less going for it cost as much as a heavy suit. Same goes for the light suits. I always thought it was weird, and poorly planned?!
If you want the maximum damage output of the heavy dropsuit you should pay more. Before scouts were buffed to predator statistics this was my same argument. Since they would die so much more often, and had low ehp, why dI'd they cost just as much as assault suits?
The same can be said for the weapon classes. We see that sidearms, shotguns, kn's, mass drivers, and swarm launchers price tags vary from other weapons. My guess is they lack in one area of another that warrants cheaper pricing. So why doesn't the suits get the same consideration?
Clearly the assault and logi spend and loose more money than the heavy, and that's why everyone is running them. Will it stop heavy/scout spam? Probably not, but it will make some think twice before risking so much isk to run some suits. A true assault player could afford to loose the suits they do in PC.
The game has changed tremendously over time, and it's time for a price overhaul.
In open beta heavies were, in fact, costed higher than everyone else. It also wasn't just the suits, it was the weapons too. The end result was that heavies were far too expensive, and offered almost no benefits when compared to other platforms.
I'll certainly allow that during Chrome assaults/logis were often able to rival heavy eHP, the HMG was only somewhat useful compared to the greater damage projection of the AR, and forge guns were considered undesirable due to platform limitations (as in, a slow, difficult-to-turn, overly expensive heavy suit) as an AV system.
Even so, Breakin is right- pricepoint really isn't an overly effective way to balance things. My personal opinion on the matter is that it is ideal to reference ISK pricing in balance, but it should really be the case that it's one of the last things looked at; IE, we have given the players item xyz with abc capability, similar items have efg price.
This is especially the case when one considers the increasing solvency of many- though certainly not all- veteran DUST players- more and more of them either still have or have gain hundreds of millions to billions of ISK- the price of their gear no longer matters to them, because they can afford to sustain a "negative" income stream for years to come.
Buff Logis | Nerf Goldfish
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4155
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Posted - 2014.10.30 07:48:00 -
[22] - Quote
Let's continue the conversation.
I still think putting the sentinel in cqc where it's mobility problems don't matter is a bad idea and think they need to be altered.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Kensai Dragon
Dust University Ivy League
31
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Posted - 2014.11.01 19:30:00 -
[23] - Quote
I generally like the ideas of variation in the HMG lineup, but I'm confused on how a longer reaching and lighter hitting HMG would be significantly different than, say, an ACR on a Sentinel?When a sentinel currently runs Light Weapons the community looks down and says 'scrub'. I personally don't care, I'll run what works - figure that's why they made commandos for, heavies are supposed to run lights. If CCP doesn't like it then they'll change it. When they finish the balance of Racial Heavy Weapons then maybe there'll be a valid reason to call a Heavy with Light scrub. Until then, use the tools available to get the job done, because you're right in saying the Heavy Class should NOT be a CQC only suit.
Concerning the artificial CQC role, already the Assault HMG is comparabel to the ACR in range, and still out-damages the ACR, the only problem is trying to aim at range with the terribad reticule on ALL HMG's.
I like running the Min Heavy with an HMG on the more open maps with cover, and I think the HMG is great there. It should though, HMG is a Min Weapon, right? Mins run faster (sitll not exactly fast) and close the gap. You let me get too close and you'll pay for it, but I'm running the risk by trying to get there. Rather than focus on the HMG, I'd rather see more Heavy Weapons introduced. The forge is a great long range weapon, the HMG is a great close range weapon. The others should bring some kind of countering-balance to the game.
I like running the Burst on Amarr Sentinel, soaks up a little bit more while trying to kill those other pesky Heavies in the way, and the Amarr Sents get the bonus reduction to HMG (projectile) damage, but at the severe cost of movement speed.
Concerning the viability of a Sentinel in CQC, it makes sense to have the super heavy weight throwing around his weight in a small room. He throws a wild tantrum and burns out quick. The HMG is not the problem, the lack of countering options is. With a balanced lineup of counters available, I think we'd see the HMG become a more situational weapon instead of the current all purpose CQC spam.
I just think changing the HMG to be the all purpose, catch all weapon is stretching things a bit. Asking too much from a single type.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4338
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Posted - 2014.11.01 19:45:00 -
[24] - Quote
all purpose is not the intent
in fact it would be counterproductive
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Lazer Fo Cused
Shining Flame Amarr Empire
54
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Posted - 2014.11.01 19:48:00 -
[25] - Quote
1. Such a bad idea, they are already slow and turn speed just makes it easier to kill them and a scout would have a field day
2. HMG has the range of an AR? Why use an assault then? The heavy has more HP and resistances to 2 types of damage and if you want more range use the assault HMG
3. Sentinals are fine as point defence, if they are in open fields they get gunned down by assaults/logi so much easier due to the main weapon having poor range and that they are the size of a small planet and move as slow as syrup
4. Commandos can use ARs and move slightly faster and can engage at longer distances
5. Sentinals seem to be the most balanced, built to be tough and take damage with mulitiple enemies, go toe to toe with vehicles with the FG or engage at distance, can be great at point defence or just jump into the thick of it to make a mess |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4339
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Posted - 2014.11.01 20:33:00 -
[26] - Quote
Lazer Fo Cused wrote:1. Such a bad idea, they are already slow and turn speed just makes it easier to kill them and a scout would have a field day
2. HMG has the range of an AR? Why use an assault then? The heavy has more HP and resistances to 2 types of damage and if you want more range use the assault HMG
3. Sentinals are fine as point defence, if they are in open fields they get gunned down by assaults/logi so much easier due to the main weapon having poor range and that they are the size of a small planet and move as slow as syrup
4. Commandos can use ARs and move slightly faster and can engage at longer distances
5. Sentinals seem to be the most balanced, built to be tough and take damage with mulitiple enemies, go toe to toe with vehicles with the FG or engage at distance, can be great at point defence or just jump into the thick of it to make a mess
There's nothing balanced about assault balance and utility being held hostage in order to keep heavies in CQC where they were put so they could be farmed for easy kills in beta.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Imp Smash
Molon Labe. General Tso's Alliance
306
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Posted - 2014.11.02 07:39:00 -
[27] - Quote
OP, I think you have a well written out and reasoned post.
That being said I can't agree with it pretty much at all. One of the major concerns is that it would eliminate the heavy weakness of being killed at range. If a heavy can put all that damage downrange you will see a situation similar to the return of the RR/Heavy fit that was so popular and so annoying when RRs first came out. Only worse with the extra DPS. The 'fire support' role should not be held by a slow class (fire support requires LOTS of repositioning which makes heavies poor fire support when attacking a point.) PLUS them being sniper bait in that scenario - so they wouldn't be all that useful even then. So you give heavies a role they never had making them annoying -- but bad at said role as far as teamwork is concerned.
We used to have a heavy turn speed cap. And heavies got splattered left and right. I, myself, in my Caldari assault would go toe to toe with them ALL the time and win 80% of the time. They couldn't hit me. And that was before cloak. I shudder to think at how they would fight now. So heavies would be pointless close range. Laser rifles and RRs would be severly infringed where as shotguns and NKs would proliferate even more so than before vs heavies.
Heavies are area defense and control. They always have been -- just change your tactics for taking them out. Limit their spawn ability. (uplink changes are needed ANYWAY.) Take away their ability to drive LaVs. There are other ways to limit heavy spam besides making the suit mess up other suit's jobs+make them easy kills.
That's how I feel anyway. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4352
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Posted - 2014.11.02 08:01:00 -
[28] - Quote
Well thought out response but I think you vastly underestimate the ability to hit at range mattering in keeping people OUT of cqc range unless they flank.
The turn speed shoul match an assault strafe at 20m.
The window would be there. The scout thing...
Open ground fire support increases the odds of spotting an inbound cloak and getting early fire off. But heavy suits survive scouts better in the open than in builfings in my experience.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3361
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Posted - 2014.11.02 19:21:00 -
[29] - Quote
Interesting idea, and it actually touches on an idea I had for a Heavy Caldari Anti-Infantry I had some time ago. If anyone has played Killzone 3, in multiplayer there was a couple LMGs that you could use, one of which was the STA-3. It had no ability to aim down sights, it sprayed all over the place, and it was clunky and hard to use. Pretty much a useless weapon. Until of course you crouched down, the cone tightened to near pinpoint accuracy, and it wrecked at long range. The kicker was that if you moved at all, the cone would severely spread out again, so the weapon could only be used if you were planning on sitting still, typically defending a choke point from range.
Now normally I'm against reduction to rotation speed from the hip (though I'm completely fine with it while aiming down the sights) because I feel it overly dampens normal movement in an attempt to hinder combat tracking speed. Back when heavies has that reduced turn speed all the time, going around a corner was basically suicide because it took so damn long to turn a corner. That being said, perhaps we could discuss a modified version of what you're getting at.
What if this modified HMG had terrible spread/DPS to a point of uselessness in CQC but had unhindered rotation speed. But if you either crouched or aimed down the sights, that cone tightened significantly to a degree similar to rifles as you stated, and the rotation speed dropped significantly, and any sort of movement at that point would cause the spread to revert back to its normal hipfire state, forcing you to not move around much.
Another thing that I surprisingly don't see people talking about much is spin up time. While it is interesting and unique with the way that CCP basically...doesn't have spin up time, it is often a mechanic used in other games to keep the HMG from being overpowered by delaying the time before it can apply damage. Perhaps for this longer range HMG we should consider a spin up mechanic (Much like a long range Caldari weapon would have a charge up time).
Hotfix Delta Sentinel eHP Calcs
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4361
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Posted - 2014.11.03 06:11:00 -
[30] - Quote
The idea is to make standard and assault longer range and unwieldy but leave the burst completely as-is.
That way if you put turn speed on the guns at long range you don't screw the CQC weapons like the burst that have deadly drawbacks.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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