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GLOBAL fils'de RAGE
Consolidated Dust
143
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Posted - 2015.01.17 17:18:00 -
[1] - Quote
DRT 99 wrote:So i recently returned to the game and i have noticed that heavies are monsters - now dont get me wrong i completely agree going 1 vs 1 with an HMG heavy at close range should be suicide but this is alittle over the top.
Its getting to the point where the only way to play when heavies are around is to be behind them (with either rep tool or shotgun),become one of the RE frizbee scrubs, or get a heavy yourself.
So i thought up (what i feel is) a decent way to nerf heavies while retaining that 'OH SH!T A HEAVY!' feeling. With that in mind:
What this ISNT: -Nerf Heavies QQ -Nerf HMG DPS -Nerf Heavy HP
What im proposing is a reduction to speed while firing an HMG - similar to charging up a forge gun (as well as potentially for a short while after firing - like 0.5s) They can still sprint and move normally while not firing. Additionally, penalties for shooting and ADSing wouldnt stack, meaning that shooting, ADSing and Shooting while ADS all allow the same amount of movement.
What this does is make heavies more area denial and less murder-machines, through a reduction in their ability to chase opponents down. This also makes them more vulnerable to certain weapons (MDs, REs, FGs, Snipers, etc) which i believe is a positive thing.
Thoughts?
You said it-" get a heavy yourself " EDIT: Generic Racism Argument: Why does FG make heavies slower but HMG doesnt? Stop being racist CCP!
you said it-" get a heavy yourself " |
GLOBAL fils'de RAGE
Consolidated Dust
143
|
Posted - 2015.01.17 18:46:00 -
[2] - Quote
DRT 99 wrote:Fox Gaden wrote:The only think wrong with the Assault HMG is that it needs a dispersion reduction to allow it to be effective about 10m farther out. If you judge the Assault HMG based on how it performs in CQC, then you are doing it wrong. It is a mid range weapon.
I would rather have the recent heat buff on the Burst HMG reversed than have even a 0.3 second slowdown after I stop firing. Ive been using the assault HMG at medium range, and thats what im talking about - even in its intended range its ability to be outgunned by other weapons is matched only by the laser rifle at close range. It needs something OTHER than range, else why not just use a Rifle? Im not sure increasing burst HMG heat generation would do very much. It really doesnt matter how often you overheat if your target is dead before that. GLOBAL fils'de RAGE wrote:you said it-" get a heavy yourself " This isnt a solution, weve been through this before and it didnt work: The only counter to tanks is tanks The only counter to Scouts is Scouts
ASYMETRY is what makes DUST fun, intellect with experience beats asymetry.
location dictates tactics, and direct counters along with indirect counters should be increased with additional content.
balance is ephemeral given a change in map location.
OMNI to advanced gear to counter, should be the community mantra.
A heavy in the open is already easy prey, slowing them down will cause them to lurk in CQB even more.
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GLOBAL fils'de RAGE
Consolidated Dust
143
|
Posted - 2015.01.17 20:16:00 -
[3] - Quote
DRT 99 wrote:Fox Gaden wrote:The only think wrong with the Assault HMG is that it needs a dispersion reduction to allow it to be effective about 10m farther out. If you judge the Assault HMG based on how it performs in CQC, then you are doing it wrong. It is a mid range weapon.
I would rather have the recent heat buff on the Burst HMG reversed than have even a 0.3 second slowdown after I stop firing. Ive been using the assault HMG at medium range, and thats what im talking about - even in its intended range its ability to be outgunned by other weapons is matched only by the laser rifle at close range. It needs something OTHER than range, else why not just use a Rifle? Im not sure increasing burst HMG heat generation would do very much. It really doesnt matter how often you overheat if your target is dead before that. GLOBAL fils'de RAGE wrote:you said it-" get a heavy yourself " This isnt a solution, weve been through this before and it didnt work: The only counter to tanks is tanks The only counter to Scouts is Scouts
Good games last night, and I look forward to seeing you back in game.
I am an OMNI and I get frustrated with the typical resistant personalities that most QQ'ers express in the Nerf sub-culture.
DUST is an asymetrical game, and I love it for that reason. Asymetry and balance aer unreconcilable, so we counter, but the counters are problematic in that location dictates application of the proper DPS profile.
With that said, asymetry-can be trumped by intelligence paired with experience-thus the need to OMNI.
A heavy in the open is my favorite prey, calling "heavy in the open" on comms is fun, chewing that heavy up is even better. Slowing them down will only lead to objective loading.
Slowing everything down would help hit detection greatly, and I am a huge proponent. An across the board speed and a reflected damage reduction "balancing" cycle would be good.
PS: I run a three KINCAT ammar-so in the open...lol
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GLOBAL fils'de RAGE
Consolidated Dust
143
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Posted - 2015.01.17 21:01:00 -
[4] - Quote
DRT 99 wrote:GLOBAL fils'de RAGE wrote:Good games last night, and I look forward to seeing you back in game.
I am an OMNI and I get frustrated with the typical resistant personalities that most QQ'ers express in the Nerf sub-culture.
DUST is an asymetrical game, and I love it for that reason. Asymetry and balance aer unreconcilable, so we counter, but the counters are problematic in that location dictates application of the proper DPS profile.
With that said, asymetry-can be trumped by intelligence paired with experience-thus the need to OMNI.
A heavy in the open is my favorite prey, calling "heavy in the open" on comms is fun, chewing that heavy up is even better. Slowing them down will only lead to objective loading.
Slowing everything down would help hit detection greatly, and I am a huge proponent. An across the board speed and a reflected damage reduction "balancing" cycle would be good.
PS: I run a three KINCAT ammar-so in the open...lol By OMNI you mean youre skilled into multiple roles? I agree that some level of asymetry is good - one thing having a counter is excellent. Unfortunately, the only counter to heavies right now is a shotgun or knife to the back of the head or an RE / FG to the face. This proposal wouldnt change that, just make them slightly more vulnerable to those counters, while making facing a heavy less anti-fun for those without the counters, as running away and surviving is now more of a possibility. Edit: I noticed you were moving fast, also noticed that assault HMG. Respect the fact that you actually got it to work, never seems to do anything other than make loud noises when i use it.
I do understand the hmg frustration, because I lived it.
here is an example of indirect counter caused by location and map design.
Harvest line Domination- a heavy is not a good choice a medium is better.
CCP needs to rethink these really big sockets ( performance, expense, delay, inhibits map size, new map rollouts take to long) and use terrain with line of fire obstruction that could be used as concealment and not cover. Having new maps, and i don't care if some are throw away or beta work in progress designs-that would change or be pulled out of rotation before they are mastered by the player base-this would fix nerf-buff, because you can't dominate unknown ground, maybe an objective but not the battle space. |
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