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xxSilverleafxx ValDarianus
WarRavens
0
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Posted - 2015.03.20 07:51:00 -
[1] - Quote
every suit now can how super speed, jumb 20 m in the air, turn invisible, throw re's. oh wait . not every suit nooo. you made the the turning radius speed slower, the armorplates more heavy and the scan range nerfed and the weapon range nerf. why ?? what? dont like like us heavys or something . planning to remove them? cause you've pretty much made hvys irelevant now. an that really really suks
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5515
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Posted - 2015.03.20 08:17:00 -
[2] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=194852&find=unread
2 of the top 3 most used loadouts in PC are the Amarr Sentinel with HMG, and Gallente Sentinel with HMG.
So unless you're talking about Commandos, how exactly are heavies "irrelevant"?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Insufficient Data
Ahrendee Inc. Negative-Feedback
88
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Posted - 2015.03.20 10:03:00 -
[3] - Quote
Jumpers are predictable if you haven't adapted to theses new changes then seriously git gud. Jumpers sacrifice shields for myo's to reach areas that provide a tactical advantage with uplinks, and in doing so they have around 500ish armor. Secondly almost every slayer jumper follows the same PLC-Flaylock set up. To counter charge them directly and when they land the battle changes in your favor depending on your remaining health. Last part is fight fire with fire. When a red jumps 12 feet in the air cook an M1 or Core nade or drop an RE since it deals alpha armor damage and enjoy them cartwheel in the air. If you can't kill jumpers then fight at a distance and use aim assist to help you land shots.
Insufficient Data:GǪGǪ GǪGǪ GǪGǪ
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7678
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Posted - 2015.03.20 10:13:00 -
[4] - Quote
Easy mode for heavies is being phased out.
Bout goddamn time.
AV
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xxSilverleafxx ValDarianus
WarRavens
1
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Posted - 2015.04.03 08:11:00 -
[5] - Quote
Insufficient Data wrote:Jumpers are predictable if you haven't adapted to theses new changes then seriously git gud. Jumpers sacrifice shields for myo's to reach areas that provide a tactical advantage with uplinks, and in doing so they have around 500ish armor. Secondly almost every slayer jumper follows the same PLC-Flaylock set up. To counter charge them directly and when they land the battle changes in your favor depending on your remaining health. Last part is fight fire with fire. When a red jumps 12 feet in the air cook an M1 or Core nade or drop an RE since it deals alpha armor damage and enjoy them cartwheel in the air. If you can't kill jumpers then fight at a distance and use aim assist to help you land shots. data u realize im a heavy right!! ,,hvys cant use re's we cant jump 50 m straight up, we cant turn freakin invisible, we cant dodge strafe, what else ? hmm we cant run across the battle field in 120 secs.. . so until we can do the same things that u guys cAN DO !! **** OFF, WITTH THE POOPY ADVICE AN SHOVE A NOVA KNIFE WHERE YOUR MYO-FIBS SHIME, DOUACH
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