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Darky SI
232
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Posted - 2012.07.05 10:51:00 -
[1] - Quote
Heavy class= Heavy dropsuit + HMG
Feedback: The current situation of the heavy is highly unbalanced it has gone from Overpowred in the last build to Underpowered in this build! CCP you should find something in between. Nerfing the heavy class in three aspects was uncalled for, you nerfed the suit and the gun twice! Damage and overheating rate which render the HMG useless not to mention the high bullets scatters when start firing the HMG.
Before you judge me i have used the heavy exclusively from the last build and am still using it i have been playing for more than 2 months so i can say something wrong with current heavy. The overheating rate is so fast i can't fire enough bullets to kill the guy in front of me before it over heats! don't tell me fire in burst because every HMG users knows that this gun become more accurate with contiunous fire and if you release the trigger and fire again bullets will start scatter everywhere and few bullets will actually hit untill it start to align like a laser beam but then it overheat again!
The above probelm is worse when combined with reduced HMG damage i agree it needed a bit nerfing but not like this! if you going to make the overheat rate fast at least give us decent DPS so that we can actually kill before it overheat which take a good 30 sec to cooldown by then am already died. Obivously the nerfs on the HMG was unfair and am sure every HMG users agrees just look to how many use the heavy class currently very very few people because its uselss as it is now and the noobs won't go there too because the militia heavy dropsuit is a free kill.
BTW am using Advanced Heavy drop suit and the advanced HMG with maxed out Heavy machine gun operation which increase the damage and lvl4 Heavy machine gun operation proficiency which decreases the overheat rate but i can tell you it doesn't make much of a difference! it still overheat too damn fast, it dosent do enough damage and the bullet scatter is ridiculous.
I have been in countless fights 1vs1 and i lost most of them but losing to the Militia assault rifle is the worst and biggest evidence for the unbalanced heavy class i mean c'mon i spent more than 4 million SP to train my current Heavy and it goes down easly versus a ZERO SP militia assualt suit and rifle! i know am not bad player because i have played FPS all my life and in the previuos build i was going 20s & 30s easily but now i find it extremely difficult to reach 20 kills currently i average 10 kills/3 deaths a match.
Requests: - Increase HMG damage a bit - Decrease the overheating rate of the HMG or make the proficiency skill decease the overheat by 5% per level instead of the current 3% - RBS definitely need to be addressed but maybe by fixing the above this will be fixed automatically - Heavy movement on terrains is a bit sluggish it always stuck when climbing a rocks - Balance it your way if the above seems invalid - Training Heavy takes a lot of time and its so damn expensive am talking millions of SP for lvl4 related heavy skills so at least give us a satisfying outcomes! =======================================================================================
CCP please don't leave the Heavy class as it is cause i really love to be a heavy but currently its not worth it if you compare it to the other dropsuits and its driving a lot of potentail heavies away. I know you can tweak it once more and fix it you have done great job with other issues in the last build and we all appreciate it.
To all heavies out there who feel my pain please support this thread so that we have our pride back actually every DUST player should be concerned about this because in the future in your corp you will need a heavy support and you don't want a woozy heavy that can't even defend himself .
EDIT : Great feedback in the second page from Xocoyol Zaraoul, thank you |
Darky SI
232
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Posted - 2012.07.05 11:38:00 -
[2] - Quote
@Jon Exactly its like heavies are a slow moving target practice!
@Finn I hope so cause i created this topic to bring there attention to this issue |
Darky SI
232
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Posted - 2012.07.05 12:34:00 -
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Brick Schitthawse wrote:Heavies should not be entering one on one battles with lighter suits since chances are you'll lose every time unless you get the drop on a poor fool from behind and hit them before they know what's happening.
Heavies, depending on their role, need to be supported by Assaults and logi's to ensure they are around to provide that extra bit of quick fire needed in a gun fight.
To be fair, I haven't played an HMG build this time round, instead concentrating on a Forge Gun anti-vehicle/battery character, and even though I carry an SMG, and can take down enemies with it, I more often lose, if I don't have support to get me out of trouble, just like I can get tanks to roll off objectives for the quicker members to get in there and take it. I agree with heavy role and support but the HMG as weapon have been rendered useless i don't want to hide and wait for help everytime i spawn alone. I don't have problem being killed by others even militia but when the militia guy in front of me firing at the same time shouldn't mow me down! |
Darky SI
232
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Posted - 2012.07.05 12:41:00 -
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Ignatius Crumwald wrote:The problem is that it's is such a one dimensional class right now - and sort of a swiss army knife since if you put your skills that you would normally put into HMG into SMG you come out ahead. The Boundless breach SMG was only slightly less deadly at mid to close ranges than the Boundless HMG in the last build and now it out classes it by a mile - especially after the slight hipfire buff.
The "brute force" nerf was for the swarm which everyone agreed was broken. The HMG nerf was supposed to be till they could adjust the turn speed on the heavy, which they seemed to do anyway since they turn about 20% slower than other classes. Honestly the HMG wasn't that overpowered. If they would have just did the overheat nerf and kept the damage the same it would have been sufficient. As it stands the gun misses about 40% of its shots even at closer ranges making the 33% reduction seem like 66%. EXACTLY! the HMG didn't need all that nerfing if they could tweak one aspect it would be balanced and yes i have noticed when i pull the trigger at enemy in front of me he doesn't receive any damage it feels like am firing nothing and its only sounds without bullets! Thank you Ignatius for reminding about this point, i'll add it in my post. |
Darky SI
232
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Posted - 2012.07.05 16:42:00 -
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Ronin Odachi wrote:Maybe it's just me, but I actually have the most trouble with HMG equipped heavies. Granted, I've only really engaged them at practically point-blank range, but more often than not I get dismembered by them. Only time I've ever walked away is when I had backup on hand.
So maybe the best solution is one that increases accuracy when engaging from range? It seems to me they don't need any additional firepower up close. Granted I've never played with that setup, so I'm not intimate with the strengths and weaknesses. engaging Heavy head-on bad idea especially if you stay still, take it from me as all time heavy don't stay still when you face heavy keep strafing cause this way my bullets will scatter everywhere and few will hit you. In the previous build i din't have problem with strafing and jumping scouts because the HMG damage was too high that if i can lead them for 5-10 sec i kill them easily but now bullets carry less damage and the overheat makes me count on every single bullet to save my fat ass, believes me heavy are not that scary unless they have support.
And yes engaging from range is your best bet, our effective range is short similar to the SMG. if you want to know how weak the heavy is try using it for few matches and you will realize how you can out-play them Good luck and god help us till the next fix |
Darky SI
232
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Posted - 2012.07.06 12:25:00 -
[6] - Quote
Thank you guys for the feedback i really appreciated. I agreed that HMG indeed needed nerf but as Nova and other said the increased overheating rate is enough to balance it.
@onlyelish @Choa Wolf heavy shouldn't be pushed around like that and yes according to CCP the heavy can go toe to toe with a tank at least for a few seconds but now we can't hold our own against assault and scouts! I really hope this thread gets CCP attention and fixes the heavy class by buffing the HMG damage |
Darky SI
232
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Posted - 2012.07.06 12:43:00 -
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Fuma Centuri wrote:I rolled a heavy by randomly choosing race and class and stuff. So I got a rocket launcher and a crappy pistol to start. I found that rather bad and looked around the market. Bam! A minigun. That, I said to myself, is going to fit perfectly for my heavy suit. A few skillpoints later I was a happy owner of a minigun which I found out doesn't even need a charge-up to shoot. Sweet! - So I thought. After a much disappointing try to get any kills from range, I figured it's more of a close-quarters ambush facemelting gun. Nope. I still got owned by assault rifles more often than not. So I tried attacking tanks. Still no luck. Even at medium range this gun cannot reliably hit a damn tank with its accuracy.
By now I've tried multiple heavy guns like the forge, mass, rockets, and so far I'm disappointed. Nothing can match the versatility of ARs.
The movement speed of heavy suits I don't mind. I have enough hitpoints to be happy to move slower. I do mind that no heavy gun is actually good at killing people. Swarms are excellent at swatting down silly militia dropships, but the HMG is meh at shooting people from more than 10 inches away.
My random idea to fix the gun: If the overheating was too slow and accuracy too good before, why not combine both drawbacks and let player skill balance it out? Leave the overheating as is, but change the accuracy to increase with temperature. (Instead of counter-weights kicking in to stabilise, say that the alloy expands at higher temperatures and the design is made to operate most efficiently at moderate temperatures.) What this would mean is HMG accuracy gets a penalty of X if the gun completely cold and a penalty of X again if the gun is almost overheating. With probably the middle-ish temperature range giving players no penalty. This solves the problem of burst fire in HMG being completely useless and inaccurate. +1 to your random fix i really like it |
Darky SI
232
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Posted - 2012.07.06 15:17:00 -
[8] - Quote
Tehfiend wrote:I personally think it's fine as is.
I do use an AR with a heavy drop suit so might be biased but I also often use an AR with assault drop suit as well because of it's speed and equipment slot for drop uplinks. Both suits have their pro's and cons regardless of the weapon you use. As far as HMG's being under-powered, I don't completely agree. I will admit they might be able to use a very slight boost to damage but honestly any time I face a HMG in CQC I have to fall back or die if they know how to use it. They should suck at range so I think that is fine.
/$0.02 if you played against a heavy in the last build you would understand why its under-powered in this build but that doesn't mean i want it back as OP no i just want fair fight against other suits and weapons. Try using it for a while and you will know how weak a heavy with HMG now you must be unlucky if you lost everytime you face a heavy. |
Darky SI
232
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Posted - 2012.07.07 10:00:00 -
[9] - Quote
bjorn morkai wrote:its not a class.... its a suit.... thank you.... lol i know if you noticed in top my post i wrote: Heavy dropsuit + HMG = Heavy Class |
Darky SI
232
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Posted - 2012.07.07 15:20:00 -
[10] - Quote
you see the problem here is not how to ge kills with the heavy dropsuit its the HMG equpied on Heavy dropsuit is broken you can't do well with this combination and i know i can fit AR to it to do well but i refuse to throw the HMG since its the Standard weapon for the heavy dropsuit and it suppose to be a Killing Machine currently its the weakest weapon in the game. |
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Darky SI
232
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Posted - 2012.07.12 14:06:00 -
[11] - Quote
Booker DaFooker wrote:so glad this post is here, good work Darky. HMG is broken no doubt, i quite like the increased accuracy with heat up idea mentioned earlier as I feel the over-heating is a fair nerf although a little too quick. It's not just the gun that has me tearing my hair out though, how is it that my 1100 HP's are taken down in 1-2 seconds by a gun (AR) that starts at around 30 HP a hit? We are slow and cumbersome, to kill us should take teamwork and attrition not half a clip! If you see me coming, run away and get your mates, I should not be easy meat one on one and if you run away, I cant kill you! Granted when we can fight with our corp mates (please implement that soon ccp!) we can adopt our more specific roles with support from squad which will help but i do hope we are suitably unnerfed before then.......oh and sort the flippin' AR's out! lol I couldn't agree more my friend |
Darky SI
232
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Posted - 2012.07.12 16:26:00 -
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@Iron Wolf Saber exactly my thoughts
@Corban Lahnder i agree Heavy can be more of a support role but still heavy can be in the front-lines mowing down enemy resistance and "supporting" his teammates at the same time and for that we need a good weapon
Cheers^^ |
Darky SI
232
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Posted - 2012.07.12 16:40:00 -
[13] - Quote
@Xocoyol Zaraoul you just summed up what CCP should know about the HMG, great feedback man thanks for stepping by. |
Darky SI
232
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Posted - 2012.07.13 15:52:00 -
[14] - Quote
Moorian Flav wrote:This is the 4th thread I've seen on this same subject. Yes, it is underpowered or needs to remove the easy overheating. I'd go into a longer explanation but already did so in two other threads. Multiple threads addressing the same issue means there is indeed a problem with item under subject and thats how Swarm launcher got fixed, though i agree it might flood the forums and cause a bit of repeation but you, me and everyone on this beta has the right to give his own feedback. |
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