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Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.01 11:26:00 -
[1] - Quote
Like title says, i dont feel armors are balanced very well. its not so much that the heavies are overpowered, its more like the lighter ones are underpowered. the difference in hp (armor + shield) between the heavies and lights can go up to a factor of four, meaning four times the bullets. its hard to justify that in a situation like that, skill is the important factor. a specific example, the standard and lower machine guns do about 20 dmg per hit. the seond heavy armor has a total of around 1000 hp. this basically means that a machine gun user has to land 50 hits against the other guy. on a gun that has a clip of 80, 50 is more than 50% accuracy. come on, thats just unrealistic. using a rifle, the amount of hits needed just down to about 33. again, its not the heavies that need a nerf, its the light that need a buff. making it so that both sides need "more" hits to die really brings the skill aspect into this game.
As of now, the game sort of forces you to wear heavy armor to stand a fighting chance. this sucks because only lighter suits allow for people to play the other vital roles to be played in the game like "medics" and "infiltrators" (the ones that place the spawn points behind enemy lines).
bottom line, making the lighters more viable means more teamwork, as everyone wont feel the need to go with heavy armor and limit themselves to the tank role |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.07.01 11:37:00 -
[2] - Quote
Numbers lie. A heavy suit is complete fodder to anyone who knows how to properly face them. They have twice the hitpoints, but half the speed. This makes them much easier to hit and chain headshots, while the lighter suit they are shooting at can strafe quickly to take advantage of the heavy's very slow turn/aim speed and avoid most of their bullets.
A heavy is very ill equipped to fight infantry in most cases. Whenever there is a new invite wave of people they easily dominate because people do not know how to engage them. But as people learn, they become quite underwhelming. The heavy is primarily an anti-vehicle role. Do not engage them at mid-range. If you do, chip away at them from behind cover. If you are in close range, full on charge at them (not in a straight line though) and run circles around them, to make them powerless against you. Heavies are terrible at extremely close and long ranges. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.01 11:37:00 -
[3] - Quote
Lights get fast shield recharge, amazing speed, and lots of stamina for bunny-hopping to dodge bullets. I don't really use lights often, but my brother uses light dropsuit almost exclusively and he does very well with them. I have never felt forced to wear heavy armor, assuault works just fine for me, but I can only speak for myself with that. You can fit a drop uplink (spawn point) or a nanite injector (medic kit) on an assault dropsuit. The reason I think there is a lack of medics and stuff is because medics can't tell where downed friendlies are because there is no indicators to show their locations yet, and people always bleed out to fast because there is no indicator to show where the medics are. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.07.01 14:25:00 -
[4] - Quote
Shinigami6 Test wrote:Like title says, i dont feel armors are balanced very well. its not so much that the heavies are overpowered, its more like the lighter ones are underpowered. the difference in hp (armor + shield) between the heavies and lights can go up to a factor of four, meaning four times the bullets. its hard to justify that in a situation like that, skill is the important factor. a specific example, the standard and lower machine guns do about 20 dmg per hit. the seond heavy armor has a total of around 1000 hp. this basically means that a machine gun user has to land 50 hits against the other guy. on a gun that has a clip of 80, 50 is more than 50% accuracy. come on, thats just unrealistic. using a rifle, the amount of hits needed just down to about 33. again, its not the heavies that need a nerf, its the light that need a buff. making it so that both sides need "more" hits to die really brings the skill aspect into this game.
As of now, the game sort of forces you to wear heavy armor to stand a fighting chance. this sucks because only lighter suits allow for people to play the other vital roles to be played in the game like "medics" and "infiltrators" (the ones that place the spawn points behind enemy lines).
bottom line, making the lighters more viable means more teamwork, as everyone wont feel the need to go with heavy armor and limit themselves to the tank role
this right here is the problem with the beta gonna be very blunt this go around because ppl like this is whats dumbin down any skill involved in the actual game. Devs see the constant moaning and feel the need to react, heavies got nerfed this build because of ppl like u constantly QQing and not knowing how to engage, ppl like u also got strafe speed nerfed again
contrary to ur QQ post the heavies are currently most useless in this build, the overheat on the HMG was fine but nerfing bullet damage was not imho
Scouts have always been good and will continue to be good due to their ability to regen shields almost while engaged in gunfights, their high stamina and good strafe speed. i have outgunned heavies using an hmg with my SMG at cqc its quite sad how pathetic heavies have become and i no longer really have to play "smart" to beat them anymore
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Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.01 20:03:00 -
[5] - Quote
Mavado V Noriega wrote:Shinigami6 Test wrote:Like title says, i dont feel armors are balanced very well. its not so much that the heavies are overpowered, its more like the lighter ones are underpowered. the difference in hp (armor + shield) between the heavies and lights can go up to a factor of four, meaning four times the bullets. its hard to justify that in a situation like that, skill is the important factor. a specific example, the standard and lower machine guns do about 20 dmg per hit. the seond heavy armor has a total of around 1000 hp. this basically means that a machine gun user has to land 50 hits against the other guy. on a gun that has a clip of 80, 50 is more than 50% accuracy. come on, thats just unrealistic. using a rifle, the amount of hits needed just down to about 33. again, its not the heavies that need a nerf, its the light that need a buff. making it so that both sides need "more" hits to die really brings the skill aspect into this game.
As of now, the game sort of forces you to wear heavy armor to stand a fighting chance. this sucks because only lighter suits allow for people to play the other vital roles to be played in the game like "medics" and "infiltrators" (the ones that place the spawn points behind enemy lines).
bottom line, making the lighters more viable means more teamwork, as everyone wont feel the need to go with heavy armor and limit themselves to the tank role this right here is the problem with the beta gonna be very blunt this go around because ppl like this is whats dumbin down any skill involved in the actual game. Devs see the constant moaning and feel the need to react, heavies got nerfed this build because of ppl like u constantly QQing and not knowing how to engage, ppl like u also got strafe speed nerfed again contrary to ur QQ post the heavies are currently most useless in this build, the overheat on the HMG was fine but nerfing bullet damage was not imho Scouts have always been good and will continue to be good due to their ability to regen shields almost while engaged in gunfights, their high stamina and good strafe speed. i have outgunned heavies using an hmg with my SMG at cqc its quite sad how pathetic heavies have become and i no longer really have to play "smart" to beat them anymore
I dont understand why if im only trying to provide feedback from my perspective you have to be a **** an call me QQer and say it "people like me" that ruin the game. I think its people like you the "im a freaking elite and i own everyone" the ones that really ruin games.
Anyways, on topic, yes its true that the movement speed of heavies makes them easier to. when its a very cqc lights are hard to hit cause they move so fast, but this isnt the case when the distance is greater. when its sort of a "long range" thing, then the movement speed of lights isnt as noticeable and again they fall into the lower hp trap.
regardless, since people seem to believe that the lighst are fine the way they are then thats fine... |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.07.01 20:25:00 -
[6] - Quote
The reason we call your opinion QQing is because it sounds like useless complaining. Also just like Mavado said it is this type of complaint that has nerfed things that did not need to be nerfed.
Heavies may take lots to kill, but they move slow. Scouts may take next to nothing to kill, but they move fast and regen shields quickly.
The balance is fine in this game. The fact that people can play very different styles is also great and makes for interesting team set up. Why make people all very similar? Where is the fun and versatility in that? This game offers great choice of customization. Do not take away one of its greater features.
So many people post here and ask for the wrong changes before they get to know what type of game this is. |
Lucius Gabnar
Amarr Templars Amarr Empire
61
|
Posted - 2012.07.01 20:51:00 -
[7] - Quote
Heavies are a joke at the moment... Last build you see a heavy that is 3 feet away and said "Oh ****" " time to pull out the fancy tricks or run the hell away.
Now it's just "Oh.. a target." |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.01 21:07:00 -
[8] - Quote
SILENTSAM 69 wrote:The reason we call your opinion QQing is because it sounds like useless complaining. Also just like Mavado said it is this type of complaint that has nerfed things that did not need to be nerfed.
Heavies may take lots to kill, but they move slow. Scouts may take next to nothing to kill, but they move fast and regen shields quickly.
The balance is fine in this game. The fact that people can play very different styles is also great and makes for interesting team set up. Why make people all very similar? Where is the fun and versatility in that? This game offers great choice of customization. Do not take away one of its greater features.
So many people post here and ask for the wrong changes before they get to know what type of game this is.
You said: " we call your opinion qqing", and "the wrong changes". but then you also said " things that did not need to be nerfed"
so according to you im a qqer for proposing change based on my opinion. but what you are saying that doesnt need change is an opinion in itself. so frankly, what a game is, and what a game should be, is complete opinion. so i only ask be respectful of othe peoples opinions because no one here is factually right or wrong.
Furthermore, i wasnt complaining or QQing about anything. im a heavy armor user, and i was asking to buff the OTHER armors. i was asking for more of a level playing field because i felt i had too much of an advantage using the heavy armors. |
Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.07.01 21:14:00 -
[9] - Quote
As a user of heavy armor suit I will add that armor hp does not regenerate fast(1 module rep. 5hp/sec so it takes 3:20 to repair 1k armor in this environment is like a death sentence). |
Nicolo daVicenza
Royal Uhlans Amarr Empire
10
|
Posted - 2012.07.01 21:15:00 -
[10] - Quote
heavies are sniper fodder hth |
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.07.02 02:27:00 -
[11] - Quote
Shinigami6 Test wrote:SILENTSAM 69 wrote:The reason we call your opinion QQing is because it sounds like useless complaining. Also just like Mavado said it is this type of complaint that has nerfed things that did not need to be nerfed.
Heavies may take lots to kill, but they move slow. Scouts may take next to nothing to kill, but they move fast and regen shields quickly.
The balance is fine in this game. The fact that people can play very different styles is also great and makes for interesting team set up. Why make people all very similar? Where is the fun and versatility in that? This game offers great choice of customization. Do not take away one of its greater features.
So many people post here and ask for the wrong changes before they get to know what type of game this is. You said: " we call your opinion qqing", and "the wrong changes". but then you also said " things that did not need to be nerfed" so according to you im a qqer for proposing change based on my opinion. but what you are saying that doesnt need change is an opinion in itself. so frankly, what a game is, and what a game should be, is complete opinion. so i only ask be respectful of othe peoples opinions because no one here is factually right or wrong. Furthermore, i wasnt complaining or QQing about anything. im a heavy armor user, and i was asking to buff the OTHER armors. i was asking for more of a level playing field because i felt i had too much of an advantage using the heavy armors.
thanks but no thanks other armors are fine u are playin against (and plz no offense to anyone) alot of bad players on the beta good player rip heavies to pieces like someone said last build i saw a heavy id get excited to face the challenge now its like "oh...a slow moving target that really isnt doin as much DPS as i can and doesnt have the accuracy or regen ability i got....zzzzzzzz" |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.02 02:36:00 -
[12] - Quote
What's also part of the issue here is that the current suits are assembled after the design ideologies of each race. The Amarr are the heaviest armor tankers, so the Amarr Heavy suit feels disproportionate against the others, as the Gallente are the only other exclusive armor tanking race, and we only have the Scout dropsuit for them. The Caldari and Minmatar are both shield tankers for the most part, so their armor is low as well. The disparity will seem a lot less intense once we have Heavies of the other races, and other suits for each as well to even out the playing field. |
jecs90
Algintal Core Gallente Federation
8
|
Posted - 2012.07.02 03:07:00 -
[13] - Quote
Totally agree! |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.07.02 03:23:00 -
[14] - Quote
I softly chuckle to myself when I see a big bulky heavy holding an AR. it just looks silly. it's like the fat guy on a tiny bike.
Heavy suits are not the answer. You move SO slow all the bullets are doing 100% damage to you, so you NEED all that tank. with a scout suit, your transversal is through the roof, so you are ridiculously hard to hit. and as far as "at distance the speed doesn't matter", that is utter BS. at any distance your speed helps you get to cover faster, and run away with far more success.
In fact, I know a guy who can teach you all the finer points of running away. He loves the scout suit.
Bottom line, the scout suit is not for head-on interactions. thats what the heavy is for. The scout suit is for sneaking around, flanking, and just trololo'ing in general. if you get into head-on fights (which is bound to happen now and again) and running away isn't an option, your best chances lie in both your speed, strafing, jumping (just.. general avoidance techniques) and your gun-game. If you are lacking in any of these things.. well...
maybe you should try a different drop suit? |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.02 03:30:00 -
[15] - Quote
Mavado V Noriega wrote:
thanks but no thanks other armors are fine u are playin against (and plz no offense to anyone) alot of bad players on the beta good player rip heavies to pieces like someone said last build i saw a heavy id get excited to face the challenge now its like "oh...a slow moving target that really isnt doin as much DPS as i can and doesnt have the accuracy or regen ability i got....zzzzzzzz"
That regen ability is nowhere near as good as you seem to think it is. I just got the second ammar heavy armor. The one with 300 shield and about 600 health. when i added the modules i brought up the shield regen to 35/sec.
if you compare my build to yours which im sure has less than 200 shield hp, and at most 60/sec regen, then quite frankly my build renders your regen useless simply because mine has 6x more armor hp than yours.
And yes, the lighter ones might have more speed but im noticing that works against them too. That is, if your aiming at a slow target, but you yourself are moving fast, then your target is going to have the appearance of being fast too. |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.02 03:36:00 -
[16] - Quote
Orin the Freak wrote: ... and as far as "at distance the speed doesn't matter", that is utter BS. ...
Dude thats simple math.
speed = radius x angular velocity
(shifting left) = (distance) x (how much you shift your aim to either side)
speed / radius = ang velocity
hence, the larger the radius (distance) the less noticible the shift to either side is. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.02 03:48:00 -
[17] - Quote
op, they're calling you out because you are FACTUALLY wrong.
you say the hmg does 20 dmg per shot? the PROTOTYPE level does 19.
you say they have quadruple health, it's more like double. you can't compare a fitted standard heavy to an unfitted militia scout.
then you go on about a machine gun with a clip of 80? so i assume you mean an SMG? the SIDEARM smg? the fact that you even consider it worthy of comparison with the HEAVY slot hmg means that the HMG is WOEFULLY UNDER-powered
you can call it an opinion all you want. but it's still WRONG. it is ill-informed, and bad for the game. sorry.
edit: my standard tech assault suit has 559 total health. my mechanics and shield management skills are at 3 and 2 respectively. the absolute BEST a standard tech heavy can have is 1,100 armor and 257 shields. that is assuming ALL module slots are used for PROTOTYPE level shield extenders and armor plates, and level 5 in both shield management and mechanics. the IDEAL heavy does not quadruple my middle of the road assault. it doesn't even come close to tripling it... and calling that heavy ideal is generous. no armor repper is laughable. |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.02 04:18:00 -
[18] - Quote
Buzzwords wrote:op, they're calling you out because you are FACTUALLY wrong.
you say the hmg does 20 dmg per shot? the PROTOTYPE level does 19.
you say they have quadruple health, it's more like double. you can't compare a fitted standard heavy to an unfitted militia scout.
then you go on about a machine gun with a clip of 80? so i assume you mean an SMG? the SIDEARM smg? the fact that you even consider it worthy of comparison with the HEAVY slot hmg means that the HMG is WOEFULLY UNDER-powered
you can call it an opinion all you want. but it's still WRONG. it is ill-informed, and bad for the game. sorry.
edit: my standard tech assault suit has 559 total health. my mechanics and shield management skills are at 3 and 2 respectively. the absolute BEST a standard tech heavy can have is 1,100 armor and 257 shields. that is assuming ALL module slots are used for PROTOTYPE level shield extenders and armor plates, and level 5 in both shield management and mechanics. the IDEAL heavy does not quadruple my middle of the road assault. it doesn't even come close to tripling it... and calling that heavy ideal is generous. no armor repper is laughable.
LOL. im the one ill informed? your the one that read everything wrong. I NEVER spoke about the hmg. i only spoke of the submachine gun. and i said it can "go up to" a factor of 4. meaning that some do and some dont. there is a militia suit that has give or take 200 (armor + shield) and some armors have well over 800 (armor plus shield) hp. even for non militia suits, the gap between hp can be up to 4. your comparing heavies to standards, while im more concerned about heavies and the lightest ones (i cant remember the name)
and the reason why i CAN make this comparisons is because these types of suits WILL meet in the battle field. specially in the case of veteran players with noobies. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.02 04:26:00 -
[19] - Quote
Shinigami6 Test wrote:Buzzwords wrote:op, they're calling you out because you are FACTUALLY wrong.
you say the hmg does 20 dmg per shot? the PROTOTYPE level does 19.
you say they have quadruple health, it's more like double. you can't compare a fitted standard heavy to an unfitted militia scout.
then you go on about a machine gun with a clip of 80? so i assume you mean an SMG? the SIDEARM smg? the fact that you even consider it worthy of comparison with the HEAVY slot hmg means that the HMG is WOEFULLY UNDER-powered
you can call it an opinion all you want. but it's still WRONG. it is ill-informed, and bad for the game. sorry.
edit: my standard tech assault suit has 559 total health. my mechanics and shield management skills are at 3 and 2 respectively. the absolute BEST a standard tech heavy can have is 1,100 armor and 257 shields. that is assuming ALL module slots are used for PROTOTYPE level shield extenders and armor plates, and level 5 in both shield management and mechanics. the IDEAL heavy does not quadruple my middle of the road assault. it doesn't even come close to tripling it... and calling that heavy ideal is generous. no armor repper is laughable. LOL. im the one ill informed? your the one that read everything wrong. I NEVER spoke about the hmg. i only spoke of the submachine gun. and i said it can "go up to" a factor of 4. meaning that some do and some dont. there is a militia suit that has give or take 200 (armor + shield) and some armors have well over 800 (armor plus shield) hp. even for non militia suits, the gap between hp can be up to 4. your comparing heavies to standards, while im more concerned about heavies and the lightest ones (i cant remember the name) and the reason why i CAN make this comparisons is because these types of suits WILL meet in the battle field. specially in the case of veteran players with noobies.
my example heavy WAS a standard. standard is a TECH level. militia>standard >advanced>prototype. just being heavy doesn't make it jump up a tech level. and comparing a prototype ANYTHING to a militia ANYTHING ELSE is ********...
you realize a properly fitted prototype scout will end up with double or triple the health of a ****-fit militia scout right? so is all prototype gear OP? |
Orban Shaedos
Zumari Force Projection Caldari State
5
|
Posted - 2012.07.02 04:28:00 -
[20] - Quote
Heavy armor melts like butter under any kind of fire. I would lay odds on it being one of the most useless pieces of equipment in the game at the moment, right on par with the swarm launcher. Heavy armor can't move fast enough to avoid fire, and does not have the shields or armor to survive more than a few seconds when attacked. ATM the most effective use of heavy armor is to be bait for ambushes. Load up with militia heavy and no expensive equip, just step out and draw fire to yourself so that others can get the kills through ambush. |
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Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.02 04:34:00 -
[21] - Quote
Buzzwords wrote:
my example heavy WAS a standard. standard is a TECH level. militia>standard >advanced>prototype. just being heavy doesn't make it jump up a tech level. and comparing a prototype ANYTHING to a militia ANYTHING ELSE is ********...
you realize a properly fitted prototype scout will end up with double or triple the health of a ****-fit militia scout right? so is all prototype gear OP?
Take a down a notch buddy im not here to start a flame war or anything of the sorts.
you yourself just said that all propotype will have double or triple the of militia. realistically, the numbers are much higher and not just in the case of militia vs prototype.
Anyways, keeping in mind what YOU just said, what exactly did you understand the point of my thread to be?! i was stating that i feel the gap between some armors is too much and i feel should be tightened. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.02 04:38:00 -
[22] - Quote
Shinigami6 Test wrote:Buzzwords wrote:
my example heavy WAS a standard. standard is a TECH level. militia>standard >advanced>prototype. just being heavy doesn't make it jump up a tech level. and comparing a prototype ANYTHING to a militia ANYTHING ELSE is ********...
you realize a properly fitted prototype scout will end up with double or triple the health of a ****-fit militia scout right? so is all prototype gear OP?
Take a down a notch buddy im not here to start a flame war or anything of the sorts. you yourself just said that all propotype will have double or triple the of militia. realistically, the numbers are much higher and not just in the case of militia vs prototype. Anyways, keeping in mind what YOU just said, what exactly did you understand the point of my thread to be?! i was stating that i feel the gap between some armors is too much and i feel should be tightened.
as i understand it, you think the HEAVY suit is overpowered amongst the suit TYPES. as do most of the others who read this thread and responded. do i misunderstand that?
because i fully admit prototype stuff obliterates militia stuff. |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
|
Posted - 2012.07.02 04:50:00 -
[23] - Quote
Yes, I have used the heavies as a specific example this whole time, but i did not intend to limit it to that armor alone. I was mearly using the heavy vs light armors as an example because i was judging the extreme opposites.
Like the title says, i just feel an overall re balancing is in place. someone posted on a a different thread that this game is not a FPS, its an RPG. now, after putting some hours in the game im leaning towards agreeing with him. nonetheless, i dont mean to say everyone should be completely identical. i enjoy the strategic aspect of choosing and optimizing, but when there is (in my opinion) and obvious better choice then it beats the purpose.
but like you pointed out, practically everyone seems to disagree with me. even though i wont say im "wrong" since i already stated that this whole argument is subjective and based on opinion, i will say go with whatever pleases the most people, in this case not being my suggestion... |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.02 04:57:00 -
[24] - Quote
yah it's simply not fair to compare cross tech AND cross type. i could rattle off about how a prototype scout could have MORE health than my militia heavy AND move at double the speed, while being a half size target. but it wouldn't necessarily make scouts, or prototypes, or even prototype scouts overpowered, right?
it comes off as stupid or dishonest to 'game" the stats like that.
i apologize if i went off on you, the heavy class was recently SEVERELY gimped because of threads like what we all thought this was. people who pop on for one game in a scout, try to charge headlong into a heavies minigun, and SOMEHOW lose?! so they come to the forums and cry...
every suit REQUIRES a different playstyle, as does COMBATING every suit. it's a major SELLING point of this game for most of us.
EDIT: also, armor is only one half of the "health" equation, and the heavy class is currently the only type to heavily rely on it. so when you mention "Armor" specifically, i think you're saying something other than what you mean. it points everyone at one specific class. |
Raynor Ragna
266
|
Posted - 2012.07.02 07:14:00 -
[25] - Quote
I'm actually confused on fitting for armor. When you add tank to your lows, what do you do with your mids? Theres nothing but shield tanking mods that are worth anything. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.02 07:40:00 -
[26] - Quote
Raynor Ragna wrote:I'm actually confused on fitting for armor. When you add tank to your lows, what do you do with your mids? Theres nothing but shield tanking mods that are worth anything.
Yup. Most put armor repair in the lows. Armor mods are useless, they only make it harder for you to run off and replenish your shields. Hopefully they have different ammo types soon so we can see how those effect balance 'n' strategy because right now the only build worth anything is assault tanking shields.
I mean, waiting until all the pieces are in place before making any balance adjustments only makes sense, right? *cough*un-nerf the HMG*cough* |
Kovak Therim
ZionTCD Legacy Rising
158
|
Posted - 2012.07.02 07:43:00 -
[27] - Quote
Stop getting s*** nerfed during a WIP. Save that crap for when Dust is finished and has been released. We don't know what CCP is holding back for the full game. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.02 07:48:00 -
[28] - Quote
I have built up a successful heavy suit up just right, uses a forge gun for sniping (which I find sad that a forge gun is better at it than a sniper rifel which probably means I really dont suck at aiming just sniper rifel is so damn difficult to handel for no results) and a smg for anti personel.
I equip it with high damage mods and use breach SMG and assautl forge guns for max damage output when I hit. I oftenly kill other infantry including the other heavies with the HMGs by dumping an entire clip into thier head.
I have installed an advanced armor repair and got mechanic maxed out to a good degree I can engage a small squad one soldier at a time and kill them all.
The number one killer of this build however is oddly enough the milita assault rifel and the bottom side of a drop ship I just blew up and cant run out of the way fast enough.
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