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Darky SI
232
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Posted - 2012.07.12 10:57:00 -
[31] - Quote
Heavies in the current build are OP! They make the assault dropsuit pointless! Heavy has too much health!
OMFG! are we playing the same game here seriously, guys if you are having a problem killing a heavy in this build then you are doing something wrong. If you played against the heavy in the last build i think you would quite this game the heavy was nerfed in every aspect making it the weakest class in this build, our weapons can't do the required damage, the overheating rate is so damn fast and the turning speed is slow to the point you can get behind us in a sec and kill us before we could turn.
guys please before judging the heavy try it then you will feel our pain its not funny being dropped by militia suit/gun in CQC. |
Laheon
Osmon Surveillance Caldari State
153
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Posted - 2012.07.12 11:03:00 -
[32] - Quote
^
In an assault suit, I can happily take out a heavy. Keep some range, keep moving, don't let him track you. Grenades help. In a heavy suit, I can take out an assault, too.
It's just a learning curve, you learn how to deal with the different suits and vehicles. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.07.12 11:06:00 -
[33] - Quote
it's so bad i stopped playing it. sorta sums it up right there doesn't it? but to support my argument i'm just gonna copy/paste another of my posts here...
- the HMG was extremely over nerfed.
in the last build the basic model dealt 25 dmg/shot and fired at 1,500 RPM. NOW it deals 16 damage per shot. that gives it a total DPS of 400. a standard AR deals 30 dmg/shot and fires at 750 RPM for a dps of 375. so at first glance it may appear that the hmg does more damage and has a huge capacity advantage, but in practice that is simply not true.
that extra 25 DPS amounts to a 6.25% advantage. but how much damage is LOST to misses? for the sake of comparison we have to assume it's the same player using the weapon. an imaginary man of no particular bias. he can point an HMG just as well as he can aim an AR. and therein lies the massive imbalance.. an AR CAN BE AIMED... an HMG CAN ONLY BE POINTED. there's no shouldering it and looking down the sights. i guarantee you, you lose MORE than an extra 6.25% damage by being required to hipfire full time... and even if you didn't, is an extra 6.25% damage worthy of specialized training, and a heavy slot requirement? and remember this would only ever happen if the heavy were close enough to hug you.
but what about the magazine capacity you might say, what about it? 300 rounds from an HMG are exactly equivalent to 159.999 rounds from a standard AR. so you have about a 160 round magazine, not 300. the HMG now overheats at about 125 shots fired. or the damage equivalent of 66.666 standard AR rounds.
BUT WHAT IF YOU STOP SHOOTING TO LET THE GUN COOL DOWN!? he asked, not getting it. do you stop shooting your AR or SMG to let IT cool down? no, you do not. and it takes ABOUT as long for the gun to cool down as it does for an AR or an SMG to reload ANYWAY. (unless you fire that 125th bullet and OVERHEAT it, then it takes a LOT longer)
but the hipfire gets more accurate as you shoot it! TRUE! but thanks to the horrendous initial hipfire accuracy, and massive heat build up... good luck taking any advantage of that...
the HMG needs its damage restored, and it's heat build up reduced. heat perhaps not so reduced as the previous build, but what's the point of a 300 round mag if i can barely ever fire half of it?
- the forge gun was needlessly gimped, or at least gimped in the wrong way.
the forge gun always dealt less damage than a swarm launcher. to the point where i strongly suspect peoples number one complaint about the forge gun, (splash damage) is simple misremembering. that wasn't the forge gun that was being whored all over you by people like ba* *urry guys, that was the swarm launcher. though for some reason ccp nerfed both...
my issue with the forge gun has nothing to do with splash damage, hell if people are worried about it REMOVE it entirely, that's not what the forge gun is for, and it doesn't need it. my issue is with the EXTREME loss of mobility while holding a charge. what the forge gun used to be good for, was when you were to close to safely lock a swarm launcher. you could build the charge behind cover, move out, aim and fire quickly, then get back behind cover. but since your movement is cut in half while charging or holding a charge, that becomes far less practical. not to mention that the loss of the charge indicator makes it needlessly difficult to time your peeks.
combine this with the fact that the swarm launcher now locks on faster, deals more damage at all tech levels, but WAY more at higher levels, and has a jedi level targeting computer (it can lock onto things no longer in your targeting reticule. next time you're on defense, try it. hold R1 to get the reticule, then quickly SWEEP it past the enemy mcc. it'll complete the lock while you stare at your feet) why have a forge gun at all?
i suggest the forge guns mobility and charge indicators be restored, and it's DIRECT damage be increased. splash damage should probably be removed just because why leave it on there to be abused? it's not like it's SO bad now, but it doesn't need it. so why leave the door open for forge gun trololol? |
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GM Kiriap
Royal Amarr Institute Amarr Empire
122
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Posted - 2012.07.12 11:11:00 -
[34] - Quote
Excellent thread folks! I've add to my favourites. Will keep an eye, please report any breach to the Forum Rules.
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Darky SI
232
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Posted - 2012.07.12 11:24:00 -
[35] - Quote
@Buzzwords Great feedback there man i totally agree with you
@GM Kiriap Thanks! glad you like it, people in this post are just mature and know how to discuss |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.07.12 11:37:00 -
[36] - Quote
What we need is a skill over for over heating or rather we should change the whole over heating concept to more what we have in EVE which is that most modules can be over heated which add, more damage or more something else depending on the module but before that item selection would really need to be stream lined.
Thermodynamics x3 Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
Nanites are used to repair modules damaged by heat:
Nanite interfacing x3 Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
Nanite operation x2 Skill at operating nanites. 5% reduction in nanite consumption per level.
A module or gun that has enough heat build up is useless or burned out as we say in EvE. Idea is that you could heat any module on your drop suit. provided it has something that would benefit from heating but the heat damage does not go away and stays until you have the module repaired (hence the nanites).
Nanites and waiting to get your stuff to repair it self may not work that well on dust, though I think it could be made to work if we could have an item system that isn't as terrible as the current cycle of doom thing we have now.
Just my 2 cents on over heating as a mechanic which I think is kind of silly in DUST. |
Oede Usaema
Osmon Surveillance Caldari State
19
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Posted - 2012.07.12 12:28:00 -
[37] - Quote
I'm not a heavy player, I've stuck to mainly assault since the start. That said, i very rarely see anyone using a HMG anymore, they're pretty much on the same level as a mass driver, definitely lower than a sniper rifle and absolutely nowhere near a forge gun, which every heavy should have switched to nowadays (along with an SMG for anti-dude stuff).
It's frustrating as, dispite Darky Si's OP, the HMG was never actually overpowered at all. If an assault encountered a heavy and tried to engage at medium range (or close range if they couldn't dance) they would die and that was that. This upset a lot of people, seemingly unaware that they were actually idiots.
Their idiocy however was becoming fairly obvious the further the last build progressed and we saw the endgame full prototype assaults with Creodron AR's take out heavies with ease, from long range by utilising cover w/ ADS and close range by out strafing them (now fairly obsolete). Mid-range being the HMG's only decent killzone, requiring cunning ambushes by the heavy to apply the damage before the target would just sprint away or close the gap and blow their brains out while the heavy had a seizure trying to turn around. Just how easy it was for an assault to dispatch a Heavy HMG user was only amplified by a scout.
Bearing in mind, this was before the nerf.
I say all this, as it's concerning to see the constant "X is overpowered", "Nerf Y" threads. People encounter a new thing, whine that it's overpowered, learn how to counter it and then CCP, being fashionably late to the party, second guesses themselves and nerfs it into the ground making it no longer viable. We're already seeing the river of tears run again with marauders, it'll be interesting to see whether we see them nerfed into the abyss as well.
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fenrir storm
Tronhadar Free Guard Minmatar Republic
314
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Posted - 2012.07.12 12:56:00 -
[38] - Quote
Sid Napier wrote:Us heavy users are supposed to be able to take on a freaking tank! Make it reflect that, make the cost of our equipment higher and in return give us our lead-spraying mini-guns, our armor that makes it that we aren't dead in seconds. When people see a heavy dropsuit jump fall from the sky, they should be running like hell, not laugh. Also, the default heavy class is unplayable against infantry, the pistol does not suffice damage-wise.
Maybe a Heavy Laser Weapon is coming? That would be awesome!
Mmmm. Think about it if that was the case you will have a battle field full of heavies no other suit would be needed . I struggle like hell on my assault to take down a heavy usualy coming off the loser unless they dont have a clue or have already taken out a couple of assault guys , with the hmg I'm dead in a couple seconds if they have an AR it takes a little bit longer.
It's not that bad the trouble was heavy suits started out to good and now they are fairly balanced if you want to take out a tank use the anti tank weapons not the hmg .
As for the over heat it may be a tad to strong but not far off the mark why should you be able to spray rounds with no recourse as I said earlier they are not far off the game has to be ballanced and fun for all players. |
Darky SI
232
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Posted - 2012.07.12 14:01:00 -
[39] - Quote
Heavies never asked for OP suit or gun we just need a reasonable gun we can fight with, i agree heavies shouldn't fire bullets without limit and hence the overheating but its broken at the moment. Let me give you a situation all heavies with HMG encounter and hates: Am as a heavy in a fight vs assault/scout in CQC we are hitting each other he starts to straf my bullets start to scatter as i struggle following him because of the turning speed but still i manage to drop his shield and most of his armor and just before i kill him my HMG overheat and stop! he reloads and finish me off as he pulls back away from my killzone, this has been the scenario in countless encounter in this build. The gun overheat before it can deliver a reasonable amount damage and that due to heavily reduced bullets damage adding the slow turning speed of the heavy dropsuit all this rendered the heavy class useless/worthless. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.07.12 14:25:00 -
[40] - Quote
Darky SI wrote:Heavies never asked for OP suit or gun we just need a reasonable gun we can fight with, i agree heavies shouldn't fire bullets without limit and hence the overheating but its broken at the moment. Let me give you a situation all heavies with HMG encounter and hates: Am as a heavy in a fight vs assault/scout in CQC we are hitting each other he starts to straf my bullets start to scatter as i struggle following him because of the turning speed but still i manage to drop his shield and most of his armor and just before i kill him my HMG overheat and stop! he reloads and finish me off as he pulls back away from my killzone, this has been the scenario in countless encounter in this build. The gun overheat before it can deliver a reasonable amount damage and that due to heavily reduced bullets damage adding the slow turning speed of the heavy dropsuit all this rendered the heavy class useless/worthless.
I'm still getting killed by this combination more than I can kill them, if your gun over heats just switch to sidearm like most people I meet you still win, but the hmg still drops me more often than not. |
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Carilito
Algintal Core Gallente Federation
345
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Posted - 2012.07.12 14:52:00 -
[41] - Quote
Im a heavy using the heavy proto with an assault rifle proto and if I see another heavy with a hmg or even a forge gun; I can usually count on me winning the encounter and thats wrong. |
Syylamsyyr Tol
Subdreddit Test Alliance Please Ignore
1
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Posted - 2012.07.12 14:58:00 -
[42] - Quote
I bought a militia heavy suit last night and equipped it with some shield extenders and an armor repairer along with the L1 Forge gun, Hollow AV nades, and the Toxin SMG -I didn't feel powerless. I specifically wanted to try hunting tanks/dropships and I felt like I was part tank most of the time.
When there was enemy infantry near by I would stick with some teammates and help soften the targets up with my SMG (got a few kills as well). If a tank showed up I was able to take pot shots at them to take them down. A beefed up missle tank showed up at one point and I was able to land a Forge gun shot on it and finish it with my Hollow nades unassisted right before it blew me sky high (my death was worth maybe 10k isk while theirs was the cost of that tank + driver + gunners). I believe you also get a nice boost to your SP by helping take down installations at the beginning of the match.
As for my normal set up...I'm skilled entirely for assault (only exception being the forge gun L1 skill that allowed me to use the FG).
EDIT: I wonder if people are just expecting too much from their kits...If you equip an HMG you are there for crowd control. Spraying massive amounts of lead at an opposing squad and keeping them under cover. If you use the FG you are probably tank hunting etc...if you use an AR then you are gearing up for 1vs1 gun fights so of course you're going to kill that other heavy using the HMG... |
Herpn Derpidus
17
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Posted - 2012.07.12 15:33:00 -
[43] - Quote
heres the problem, HMGs need to hold contuinuous fire to get accurate, but overheat fast.... they cancel eachother out, y not let the gun wind up while holding aim but slow u down that way way can accurately shoot for more than 2 secconds without over heating, and just keep the over heat how it is
edit. the over heating isnt the major issue to me, its the fact that u have to fire until it overheats before the gun is accurate, i love the HMG and i kick @$$ with it but only at very close ranges right now compared to how it was in the last build, the HMG should be medium range not CQC cause right now it takes half a clip to kill a militia assault suit at a medium/long range |
Darky SI
232
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Posted - 2012.07.12 15:37:00 -
[44] - Quote
fenrir storm wrote:Darky SI wrote:Heavies never asked for OP suit or gun we just need a reasonable gun we can fight with, i agree heavies shouldn't fire bullets without limit and hence the overheating but its broken at the moment. Let me give you a situation all heavies with HMG encounter and hates: Am as a heavy in a fight vs assault/scout in CQC we are hitting each other he starts to straf my bullets start to scatter as i struggle following him because of the turning speed but still i manage to drop his shield and most of his armor and just before i kill him my HMG overheat and stop! he reloads and finish me off as he pulls back away from my killzone, this has been the scenario in countless encounter in this build. The gun overheat before it can deliver a reasonable amount damage and that due to heavily reduced bullets damage adding the slow turning speed of the heavy dropsuit all this rendered the heavy class useless/worthless. I'm still getting killed by this combination more than I can kill them, if your gun over heats just switch to sidearm like most people I meet you still win, but the hmg still drops me more often than not. I do switch to my Sidearm but sometimes its too late (current weapon switch is slow) not to mention my Sidearm is too weak to compete against upgraded AR or SMG because i spend million of SP on my HMG which suppose to kill the guy without needing my Sidearm. You must be unlucky guy if you are being killed a lot by heavies, a piece of advice from a heavy user: Don't ever stay still in front of a heavy try to move left and right all the time or get behind him. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.12 16:07:00 -
[45] - Quote
I extensively played the Heavy and the Scout suit last build (Over 10 million SP just for Heavy Dropsuit and HMG usage, not counting other skills for other things), this build however...
- The nerf to the militia suit is needed, as the Heavy is too much of a critical item to allow it to be that powerful for free.
- The new map naturally is anti-heavy due to the open feel of it, and how powerful ARs are now which will decimate any heavy due to how slow they are (Communication and Biomass had natural hunting ground for heavies that they could stick to).
- The HMG is one of the worst weapons now, if not the worst.
Why the heavy will naturally be at a disadvantage with this build, all of the following is acceptable:
- The open map causes the Heavy to be constantly in the "crossing in the open" syndrome, which means it is an easy target due to the large profile and slow speed.
- The HMG is garbage in an open map, and rightfully so.
My issues with the HMG that need to be addressed:
- The HMG can only be used on the suit with a X8 skill and with a high natural base ISK cost. It also has a 50% higher SP cost for related skills compared to standard weapons. It also has a higher base ISK cost. This means it should be inherently more powerful on a weapon per weapon basis due to requiring a higher investment.
- An HMG is supposed to be able to be used for suppression fire or fully automatic fire, historically and in literally every war and literally every video game, and HMG is not an Assault Rifle nor an SMG.... Period. The current HMG does not act like it should.
- The current HMG needs to be firing for extended periods of time for the reticule to close. Currently however this is not feasible as by the time the aiming reticule closes you are about to overheat and must stop firing. Before it was balanced by you using an excessive amount of ammo to "tighten" your aim in the past build, this current build though you are forced to burst fire with an HMG (which... Is beyond painfully stupid, I'm sorry that I can't word this last point in a polite fashion).
- Your Breach Assault Rifle can fire longer then your Heavy Machine Gun in an extended period of fire... Something is wrong with this. No assault rifle should ever, under any circumstances, be able to sustain automatic fire longer then a heavy machine gun as conceptually this defeats the very purpose of a Machine Gun. This is a major issue.
- It is more viable to use an Assault Rifle with a heavy then it is to use an HMG for anti-personnel purposes and even anti-vehicular due to increased Damage per minute (HMG's superior DPS is not important when you consider how fast it overheats as well as the 8 second reload, mainly the super fast overheat), accuracy and range (Why does the HMG have horrible range?).
- If the HMG is meant to be super-inaccurate then why is the range on it so bad? It should be able to fire just as far as an assault rifle if the reticule is massive as that means either A.) the majority of your shots will miss due to a big reticule or B.) you have to waste an insane amount of ammo (and time which is critical in a firefight which means free shots for the enemy) to tighten your reticule to where you can hit the enemy a decent portion of the time. The old HMG could do medium range combat if it wasted a lot of ammo tightening up, the new HMG can't do this anymore (mainly due to overheating so fast). Regardless range seems a bit short. This is a very minor issue in my opinion, but I figure I should mention everything major and minor.
- Having twice the rate of fire on an assault rifle is worthless when you literally have half of the damage... this means that the HMG will do exactly the same damage as an assault rifle... Why? Also a reminder that it has an 8 second reload and costs more ISK and costs 50% more SP and overheats causing it to do LESS PRACTICAL DPS then an assault rifle, and when counting in the horrible default reticule (even the tight reticule is crap compared) means there is literally no situation that an HMG performs better. Ever. This is a major issue.
I am extremely disappointed that the only point of using a heavy is to use a forge gun now, and that the HMG is useless (literally outperformed in every situation by SMGs and ARs). Heavies should be king in short range and die at long range. Last build the issue was the Militia spam of heavy suits (which your nerf to militia heavies fixed, good job), the HMG was not a real issue as they usually died rather well in the open to ARs or in super close range to Scouts.
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game. For clarification, the shotgun will still have a purpose as it is better in super-close range due to being able to be mounted on fast, maneuverable suits and costing less SP to use. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
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Posted - 2012.07.12 16:12:00 -
[46] - Quote
Darky SI wrote:fenrir storm wrote:Darky SI wrote:Heavies never asked for OP suit or gun we just need a reasonable gun we can fight with, i agree heavies shouldn't fire bullets without limit and hence the overheating but its broken at the moment. Let me give you a situation all heavies with HMG encounter and hates: Am as a heavy in a fight vs assault/scout in CQC we are hitting each other he starts to straf my bullets start to scatter as i struggle following him because of the turning speed but still i manage to drop his shield and most of his armor and just before i kill him my HMG overheat and stop! he reloads and finish me off as he pulls back away from my killzone, this has been the scenario in countless encounter in this build. The gun overheat before it can deliver a reasonable amount damage and that due to heavily reduced bullets damage adding the slow turning speed of the heavy dropsuit all this rendered the heavy class useless/worthless. I'm still getting killed by this combination more than I can kill them, if your gun over heats just switch to sidearm like most people I meet you still win, but the hmg still drops me more often than not. I do switch to my Sidearm but sometimes its too late (current weapon switch is slow) not to mention my Sidearm is too weak to compete against upgraded AR or SMG because i spend million of SP on my HMG which suppose to kill the guy without needing my Sidearm. You must be unlucky guy if you are being killed a lot by heavies, a piece of advice from a heavy user: Don't ever stay still in front of a heavy try to move left and right all the time or get behind him.
LOL I try but I must be a hmg magnet or just in the wrong place at the wrong time |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
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Posted - 2012.07.12 16:20:00 -
[47] - Quote
Xocoyol Zaraoul wrote:
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game.
I dont want to be difficult but wouldn't this get the shotgun users on the war path moaning about how the hmg took there close quater role away.
Seems there is no solution to make every one happy at the moment |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
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Posted - 2012.07.12 16:22:00 -
[48] - Quote
fenrir storm wrote:Xocoyol Zaraoul wrote:
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game.
I dont want to be difficult but wouldn't this get the shotgun users on the war path moaning about how the hmg took there close quater role away. Seems there is no solution to make every one happy at the moment
A shotgun is a X2 skill not a X3 and uses X2 supports, costs less ISk, and you can mount it on a scout or assault and not the ever-so-slow heavy. A heavy can't turn fast so a shotty would still be superior in super-close range. I'm talking about short range like 5-10 meters or so, not in your face stuff. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.12 16:23:00 -
[49] - Quote
fenrir storm wrote:Xocoyol Zaraoul wrote:
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game.
I dont want to be difficult but wouldn't this get the shotgun users on the war path moaning about how the hmg took there close quater role away. Seems there is no solution to make every one happy at the moment Shotgun is good for high burst damage, HMG should be better DPS. |
steadyhand 08 orti
Doomheim
43
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Posted - 2012.07.12 16:26:00 -
[50] - Quote
im feeling a little too squishy at the moment but thats only at type 2 so i might just need a tad more power in meh |
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Hellhammer Tactical
Algintal Core Gallente Federation
45
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Posted - 2012.07.12 18:36:00 -
[51] - Quote
the HMG is similar to the US miniguns, which have show no change in accuracy between the 1st and last shots, so why does the HMG, hell i dont know of any machineguns that would have such a deviation in accuracy, as recoil is a predictive and progressive change not as dramatic as we get with the HMG |
Arquliuz
Crux Special Tasks Group Gallente Federation
0
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Posted - 2012.07.12 19:06:00 -
[52] - Quote
Well, i tried the heavy class, thinking it would be nice but the time between shots are waaaaaay to long for making it efficent in combat.
Atleast for the time being, might try some diffrent loadouts to see if it makes it better. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
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Posted - 2012.07.12 19:53:00 -
[53] - Quote
Darky SI wrote:Heavies in the current build are OP! They make the assault dropsuit pointless! Heavy has too much health!
OMFG! are we playing the same game here seriously, guys if you are having a problem killing a heavy in this build then you are doing something wrong. If you played against the heavy in the last build i think you would quite this game the heavy was nerfed in every aspect making it the weakest class in this build, our weapons can't do the required damage, the overheating rate is so damn fast and the turning speed is slow to the point you can get behind us in a sec and kill us before we could turn.
guys please before judging the heavy try it then you will feel our pain its not funny being dropped by militia suit/gun in CQC.
Last build, I dreaded going up against a heavy. This build, I find heavies to be an easy kill unless they are running around with an assault rifle or SMG. This build, I have spent millions of ISK splitting between heavy and logistics (gotta kill those dropships somehow!). At first I had the urge to run around with an HMG like many of us did last build, but quickly found the overheating to be too much to be worth it. So, the only time I pop my heavy suit is when I need to take out a tank or dropship (I get a perverted joy out of downing a dropship).
In my logistics suit, I can pretty reliably kill a heavy no matter what weapon I have used so far: AR, SMG, Mass Driver, Scrambler Pistol. Last build, unless I was extremely lucky, I was most likely going to die before the heavy got below half armor with any of these weapons (sans the MD, it wasn't in yet). |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
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Posted - 2012.07.12 20:39:00 -
[54] - Quote
Xocoyol Zaraoul wrote:fenrir storm wrote:Xocoyol Zaraoul wrote:
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game.
I dont want to be difficult but wouldn't this get the shotgun users on the war path moaning about how the hmg took there close quater role away. Seems there is no solution to make every one happy at the moment A shotgun is a X2 skill not a X3 and uses X2 supports, costs less ISk, and you can mount it on a scout or assault and not the ever-so-slow heavy. A heavy can't turn fast so a shotty would still be superior in super-close range. I'm talking about short range like 5-10 meters or so, not in your face stuff.
Then you get the smg clan on the war path, see where it ends up you can't realy win. heavys should be anti armour not a jack of all trades |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
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Posted - 2012.07.12 20:54:00 -
[55] - Quote
fenrir storm wrote:
Then you get the smg clan on the war path, see where it ends up you can't realy win. heavys should be anti armour not a jack of all trades
They should be anti whatever weapons they train. You can have an anti armor scout, why can't heavies be anti-infantry?
Because of QQ.
I ran assault quite a bit last build and the heavy was easy pickings as long as you kept out of their killzones - much the way you don't get into a long range battle with an AR while wielding the shot gun or SMG, you didn't get caught in small spaces or corridors vs. the HMG.
Anyone who thinks the heavy HMG is over powered in any situation in this build is doing something wrong. I have been killed a total of 3 times by an HMG as an assault, while trying to be killed I might add, and I only wear standard type II.
The purpose of the heavy is to use armor to make up for it's lack of speed - that's it.
In my current assault build it's approx, 15 seconds from 15 armor to full health. My speed allows me to flee combat when I'm in a bad situation and come back. By the time I've fully healed the most even a prototype Heavy suit will have healed is 15%.
Why?
The proto heavy only gets 3 high slots and 2 low slots. Even with the best armor reppers on a prototype heavy suit you are only healing at most, 1% a second. So the heavy takes more hits, It's not like he's going anywhere, and he can't effectively chase you down - nor should he, he's there to hold the line.
Anyone who complained about the heavy in the last build never used them. Plain and simple. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
|
Posted - 2012.07.12 22:03:00 -
[56] - Quote
shotguns require a light weapon slot. SMGs require a sidearm weapon slot. HMGs require a HEAVY weapons slot.
slots are tiered. therefore an hmg HAS to be better than an smg or a shotgun to justify it's existence. if they were even, why would you ever use the hmg? any situation where you COULD carry an hmg (a heavy slot on your suit) is also a situation where you could carry a shotgun or an SMG instead. so why gimp yourself by splitting your skill training amongst multiple weapons if the smg or the shotgun or the AR or any light/sidearm class weapon is just as good (or better... like they are now..) |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.07.13 07:29:00 -
[57] - Quote
As I said these are the responses your going to get enmass , personally I dont care when game goes live ill play logi I dont expect to be able to take out a heavy. I don't expect to be good at everything in all situations.
Just playing devils advocate |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.07.13 13:26:00 -
[58] - Quote
kyle ski wrote:Frack, why do I think that there are many looking for an " I win " button.
Remote explosives, grenades, and decent snipers make short work of the Heavy dropsuit.
If you are concerned that you are fighting a scout, breach SMG fit at close range and are not winning win most of the time, then you might need to take a lesson from the capsuleers: "only fight someone on the ground where you have an advantage".
A BC caught in the open alone by a dramiel is more than likely going to get sploded. =)
while some might want this the sad fact of the matter is heavys are just large targets when they should be able to hold their own in 2 to 1 fights.
tho yes scouts will always **** heavys. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2012.07.13 15:13:00 -
[59] - Quote
Oede Usaema wrote:I'm not a heavy player, I've stuck to mainly assault since the start. That said, i very rarely see anyone using a HMG anymore, they're pretty much on the same level as a mass driver, definitely lower than a sniper rifle and absolutely nowhere near a forge gun, which every heavy should have switched to nowadays (along with an SMG for anti-dude stuff).
It's frustrating as, dispite Darky Si's OP, the HMG was never actually overpowered at all. If an assault encountered a heavy and tried to engage at medium range (or close range if they couldn't dance) they would die and that was that. This upset a lot of people, seemingly unaware that they were actually idiots.
Their idiocy however was becoming fairly obvious the further the last build progressed and we saw the endgame full prototype assaults with Creodron AR's take out heavies with ease, from long range by utilising cover w/ ADS and close range by out strafing them (now fairly obsolete). Mid-range being the HMG's only decent killzone, requiring cunning ambushes by the heavy to apply the damage before the target would just sprint away or close the gap and blow their brains out while the heavy had a seizure trying to turn around. Just how easy it was for an assault to dispatch a Heavy HMG user was only amplified by a scout.
Bearing in mind, this was before the nerf.
I say all this, as it's concerning to see the constant "X is overpowered", "Nerf Y" threads. People encounter a new thing, whine that it's overpowered, learn how to counter it and then CCP, being fashionably late to the party, second guesses themselves and nerfs it into the ground making it no longer viable. We're already seeing the river of tears run again with marauders, it'll be interesting to see whether we see them nerfed into the abyss as well.
god if they nerf maraudrs I will be pissed. I dont even like them but they need a good counter not a nerf which as I see it is what this thread is about. |
Darky SI
232
|
Posted - 2012.07.13 15:38:00 -
[60] - Quote
fred orpaul wrote:Oede Usaema wrote:I'm not a heavy player, I've stuck to mainly assault since the start. That said, i very rarely see anyone using a HMG anymore, they're pretty much on the same level as a mass driver, definitely lower than a sniper rifle and absolutely nowhere near a forge gun, which every heavy should have switched to nowadays (along with an SMG for anti-dude stuff).
It's frustrating as, dispite Darky Si's OP, the HMG was never actually overpowered at all. If an assault encountered a heavy and tried to engage at medium range (or close range if they couldn't dance) they would die and that was that. This upset a lot of people, seemingly unaware that they were actually idiots.
Their idiocy however was becoming fairly obvious the further the last build progressed and we saw the endgame full prototype assaults with Creodron AR's take out heavies with ease, from long range by utilising cover w/ ADS and close range by out strafing them (now fairly obsolete). Mid-range being the HMG's only decent killzone, requiring cunning ambushes by the heavy to apply the damage before the target would just sprint away or close the gap and blow their brains out while the heavy had a seizure trying to turn around. Just how easy it was for an assault to dispatch a Heavy HMG user was only amplified by a scout.
Bearing in mind, this was before the nerf.
I say all this, as it's concerning to see the constant "X is overpowered", "Nerf Y" threads. People encounter a new thing, whine that it's overpowered, learn how to counter it and then CCP, being fashionably late to the party, second guesses themselves and nerfs it into the ground making it no longer viable. We're already seeing the river of tears run again with marauders, it'll be interesting to see whether we see them nerfed into the abyss as well.
god if they nerf maraudrs I will be pissed. I dont even like them but they need a good counter not a nerf which as I see it is what this thread is about. Nerfing is not always the solution, if they can balance the counter-part both will be balanced, missing with one end will cause inbalance in the other end, if they could give us a reliable Heavy Class that might even the scale. |
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