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Darky SI
232
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Posted - 2012.07.06 01:42:00 -
[1] - Quote
I have created a post in the Feedback section of the forums concerning the current state of the heavy class, so please share your experience there as i need all the help i get from my fellow heavies in order to have one comprehensive feedback thread about the heavy class in this build and all the issues related to it, here is the link: https://forums.dust514.com/default.aspx?g=posts&t=24998
If you are not heavy user but you have constructive feedback feel free to post there and for those who want to discuss it here you can do so but please no trolls and other nonsense replays that populate most of the General Discussion threads which i avoid to post in however, it seems most beta testers visit this section of the forums.
Darky SI wrote: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. Ignatius Crumwald wrote: As it stands the gun misses about 40% of its shots even at closer ranges making the 33% reduction seem like 66%.
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!
Peace^^ |
Zach Shanna
Algintal Core Gallente Federation
77
|
Posted - 2012.07.06 01:46:00 -
[2] - Quote
I actually changed my heavy class to use an AR because it was the more powerful gun Something is very wrong.... |
Darky SI
232
|
Posted - 2012.07.06 01:57:00 -
[3] - Quote
Zach Shanna wrote:I actually changed my heavy class to use an AR because it was the more powerful gun Something is very wrong.... well they tried to balance it but they messed up i hope they will fix it otherwise i don't see a place for the heavy class as it stand which makes me sad cause i love the heavy class too much to see it getting bullied! |
Zach Shanna
Algintal Core Gallente Federation
77
|
Posted - 2012.07.06 02:02:00 -
[4] - Quote
Darky SI wrote:Zach Shanna wrote:I actually changed my heavy class to use an AR because it was the more powerful gun Something is very wrong.... well they tried to balance it but they messed up i hope they will fix it otherwise i don't see a place for the heavy class as it stand which makes me sad cause i love the heavy class too much to see it getting bullied! The overheat is what really annoys me. I want to be able to lay covering fire while my teammates sneak around the other way but it's gotten so bad that in a gunfight between a militia AR and a level 2 heavy machine gun, i'll lose most of the time because it overheats and the knifing mechanism fails as usual |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.06 02:02:00 -
[5] - Quote
I used heavy suits for a while there and to be honest, I actually thought they were OVER powered.
The reason being that I actually equipped the heavy with an assault rifle instead of a normal heavy weapon. So then it was just an assault that was slower, but had several times the health. That weakness was quickly ironed out by equipping a Type II.
I was just completely dominating every match I was in because of this combination. |
Bobphilsfred
16
|
Posted - 2012.07.06 02:56:00 -
[6] - Quote
Lilianna Sentinel wrote:I used heavy suits for a while there and to be honest, I actually thought they were OVER powered.
The reason being that I actually equipped the heavy with an assault rifle instead of a normal heavy weapon. So then it was just an assault that was slower, but had several times the health. That weakness was quickly ironed out by equipping a Type II.
I was just completely dominating every match I was in because of this combination.
I use a similar tactic myself, I'll stick an AR on my heavy and play it like an assault with extra health, |
Stupid Drunk1
Zumari Force Projection Caldari State
96
|
Posted - 2012.07.06 03:28:00 -
[7] - Quote
Try this fit.
you will have to learn a number of skills from mobilty to endurance and pretty much all those dropsuit upgrades skills, then dropsuit command to stay somwhat off the screen of lv5 sensor skill, then the heavy dps module with skills need, I also suggest maixing them all out to lv 5 each, then now purchase the sprint module unlocked from mobility, get the proto, now you run faster then miltia and T1 and equal or simmilar T2 assults dropsuit with more health, increased stamina for bunny hopping, extra health armor.
Focus on electronincs and enegineering both to lv 4 or 5, get the upgrades skill for heavy weapons to lower pg cost, get others skills that lower the cpu or pg of all listed modules you can. Other skills shileds etc armor etc, up to you, same wit heavy weapon dont go crazy fit last to find one that fits whats left of your cpu and pg (if you plan to use either the dps ar or rof ar with switch heavy upgrades with light upgrades, and other effected heavy skills).
you will not have many slots left to work with 1 left slot open and 1 right slot open on the militia or T1 heavy, I have not used the adavanced or proto heavy dropsuit. for the open slots usally armor repairar/sheild recharger T1 or T2 then learn the skill to decrease there cost of pg and cpu for those dropsuits. This fit would work easier with an advanced for cpu and pg |
Darky SI
232
|
Posted - 2012.07.06 11:11:00 -
[8] - Quote
The problem here is not with dropsuit and its modules only its the HMG who made the true heavies useless and ineffective in this build, i don't want to run with assault rifle on heavy drop suit i like the HMG but CCP has nerfed it too much reducing its DPS and increased the overheating rate considerably. I have maxed out the HMG operation and proficiency skills but still the weapon is too weak to make a difference in a fight, i agree fitting assault rifle to a heavy works and can lead to total domination but it doesn't have to be that way to make the heavy playable. We need the badass heavies back! |
onlyelisha
Algintal Core Gallente Federation
86
|
Posted - 2012.07.06 11:21:00 -
[9] - Quote
It is a bit offsetting that I can blast an assault guy with a HMG with the skill leveled up to three until I need to reload and he still survives. I use the type II heavy suit so I can at least retreat and reload. I don't think most of the assault guys are using upgraded assault dropsuits either.
I really don't want to be one of those assault rifle heavy guys, but I might have to start doing that for a bit. |
goatforce69
Sanmatar Kelkoons Minmatar Republic
74
|
Posted - 2012.07.06 11:25:00 -
[10] - Quote
Zach Shanna wrote:I actually changed my heavy class to use an AR because it was the more powerful gun Something is very wrong....
Im using the Heavy Armour II (for more mobility but an increase in armour) and an advanced AR, im currently getting about 24+ - 5/6 deaths a game. Its working a treat at the moment. |
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The2 Holgg
BetaMax Beta
47
|
Posted - 2012.07.06 11:45:00 -
[11] - Quote
Well I use the same setup but stick to the HMG and every time it over heats I quickly swap it whit a SMG. It works well but its a bit sad you have to skill up two weapons to be on a par at close range whit a AR like the guy above me. |
Darky SI
232
|
Posted - 2012.07.06 12:08:00 -
[12] - Quote
onlyelisha wrote:It is a bit offsetting that I can blast an assault guy with a HMG with the skill leveled up to three until I need to reload and he still survives. I use the type II heavy suit so I can at least retreat and reload. I don't think most of the assault guys are using upgraded assault dropsuits either.
I really don't want to be one of those assault rifle heavy guys, but I might have to start doing that for a bit. i feel your pain bro, its frustrating when you fire 300 bullets at a guy and he doesn't die then he fire 10 shots at you and you are in the ground I think i'll keep using the heavy+HMG till CCP feel our pain |
Darky SI
232
|
Posted - 2012.07.06 12:11:00 -
[13] - Quote
The2 Holgg wrote:Well I use the same setup but stick to the HMG and every time it over heats I quickly swap it whit a SMG. It works well but its a bit sad you have to skill up two weapons to be on a par at close range whit a AR like the guy above me. many might not know this but Heavy skills and stuff require tons of SP am speaking millions of SP for lvl 3 and 4 only! its sad when you spend all these SP and doesn't pay off |
Vetis Cato
Seituoda Taskforce Command Caldari State
250
|
Posted - 2012.07.06 12:15:00 -
[14] - Quote
the big problem with heavys was they could spam like a mother.... spray out 200 highly deadly rounds with relative accuracy once it gets going. the over kill on damage and heating was to much. i find it 1000 x easier now to just use a AR. which is wrong imho.
personally i say put the damage back to where it was. lower the over heating to say around 50%, so it can be fired before over heating rater then its current 25-30% this will force the hmg user to be more accurate and have gun control. but still be devestating in those cqc situations or if they have the abilty to use it properly |
Darky SI
232
|
Posted - 2012.07.06 12:33:00 -
[15] - Quote
Vetis Cato wrote:the big problem with heavys was they could spam like a mother.... spray out 200 highly deadly rounds with relative accuracy once it gets going. the over kill on damage and heating was to much. i find it 1000 x easier now to just use a AR. which is wrong imho.
personally i say put the damage back to where it was. lower the over heating to say around 50%, so it can be fired before over heating rater then its current 25-30% this will force the hmg user to be more accurate and have gun control. but still be devestating in those cqc situations or if they have the abilty to use it properly I totally agree with you, the nerf on heavy dropsuit HP and turning speed is good but they need to fix the HMG |
OMEN STAR
19
|
Posted - 2012.07.06 14:22:00 -
[16] - Quote
Finally a post without trolls and Adept or die BS
i don't think the Heavy class has been finilized yet they nerfed it like that just to see how it will came up which apparently it was a fail nerf so they tweak it again until everyone is happy |
Vetis Cato
Seituoda Taskforce Command Caldari State
250
|
Posted - 2012.07.06 14:25:00 -
[17] - Quote
OMEN STAR wrote:Finally i post without trolls and Adept or die BS
i don't think the Heavy class has been finilized yet they nerfed it like that just to see how it will came up which apparently it was a fail nerf so they tweak it again until everyone is happy
fingers crossed. |
Revelations 514
Royal Uhlans Amarr Empire
38
|
Posted - 2012.07.06 14:56:00 -
[18] - Quote
I use a heavy, but not an HMG, as I use Swarm Launcher.
I have a post about some of the bugs with the Swarm Launcher, but no complaints on the dmg as of yet, although think the ammo capacity could use a boost.
In reading the general consensus and seeing the HMG in action, I would say imo that the dmg output is fine. However I do believe this was intended to be used as a covering fire type weapon, so extended continuous fire should be feasible.
I think the main problem is the AR is overpowered in general. Range of a sniper, highest dmg output with the accuracy to back it up.
I think the balance would work well with allowing HMG's to fire a bit longer, and increasing the spread of AR rounds in order to mitigate dmg, especially at a range. This would result in less AR accuracy which results in less dmg output.
This would also allow for the HMG to be a "cover fire" type weapon with the capacity to harass infantry and vehicles alike. |
Sid Napier
Bragian Order Amarr Empire
82
|
Posted - 2012.07.06 15:00:00 -
[19] - Quote
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! |
Darky SI
232
|
Posted - 2012.07.06 15:12:00 -
[20] - 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! yeah the amount of isk and SP we invest in training a heavy is not balanced with what we got in fact i have maxed out HMG operation skill which cost more than 1 million SP just for slight unnoticeable increase in the output DPS, same goes for the standard and advance suits they cost us millions of SP but the reward are not that satisfying. |
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kyle ski
Aideron Robotics
12
|
Posted - 2012.07.06 16:01:00 -
[21] - Quote
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. =) |
HowDidThatTaste
461
|
Posted - 2012.07.06 21:25:00 -
[22] - Quote
We'll I held my piece untiI i could get the full proto gear for the heavy. After spending 4 mil skill points to get the best suit I am extremely unsatisfied . I am just as good with my level one suit no real advantage to waisting those skill points I would have been better off putting those skill points into my sub machine gun after my first kill because I almost always have to switch to it because of the over heat or the slow reload. I have played with all the guns, the overheat kinda makes them all equal. I see no real difference.
The proto suit is no advantage i still get killed from afar with 4-9 shots without the time to turn around and even find who is killing me. That heavy suit can't have all this nerf and slow speed too! |
Darky SI
232
|
Posted - 2012.07.06 21:36:00 -
[23] - Quote
HowDidThatTaste wrote:We'll I held my piece untiI i could get the full proto gear for the heavy. After spending 4 mil skill points to get the best suit I am extremely unsatisfied . I am just as good with my level one suit no real advantage to waisting those skill points I would have been better off putting those skill points into my sub machine gun after my first kill because I almost always have to switch to it because of the over heat or the slow reload. I have played with all the guns, the overheat kinda makes them all equal. I see no real difference.
The proto suit is no advantage i still get killed from afar with 4-9 shots without the time to turn around and even find who is killing me. That heavy suit can't have all this nerf and slow speed too! Agreed! i just trained the advance heavy suit after spending 1.2 million SP and i don't see much of a difference over the standard one damn what a waste of time and SP since the prototype won't do me any good either i'll leave the heavy class for now at leas until they fix it. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.12 07:40:00 -
[24] - Quote
personaly i find that the training cost is way to high and the heavy classes fall short in comparison to an AR, any Anti-tank loadouts are horrendusly outgunned at mid range, i would like to see a more stable/accurate forge gun, as accuracy is terrible against anything that is not the size of a house. |
Wolf Ritter vonKaldari
Zumari Force Projection Caldari State
97
|
Posted - 2012.07.12 07:54:00 -
[25] - Quote
Sid Napier wrote: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. LOL, it takes like two magazines from an AR to take you ******* down, I'm not sure what more you want from it, current build heavies make assault dropsuits completely pointless unless you're one of those morons who actually believe that negligibly higher mobility is actually an advantage against you when the only real use for it is to run away from a heavy. |
DUSTPLAYER 060720121333
Algintal Core Gallente Federation
41
|
Posted - 2012.07.12 08:05:00 -
[26] - Quote
As a heavy player I feel we have too much health. I can be completely taken off guard by a few people, and as long as they arent in heavy suits I will generally take them down, run them off or get to safety before they can kill me.
A heavy dropsuit shouldnt be a tank, a tank is a tank. A heavy dropsuit should just use heavy weapons, and heavy weapons should be a means to have slightly sub par tank level hitting power with slightly sub par infantry level mobility and staying-power, ie a way to put down the supporting fire of a vehicle on foot in order to allow your assault teammates to close and finish.
Those are just my thoughts however, and I may be thinking with my rectum. |
Jack McReady
46
|
Posted - 2012.07.12 08:53:00 -
[27] - Quote
take away some of the anti infantry power of the forge gun and give it to the machine gun. something is wrong when the forge gun splash can one shot some suits. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.12 10:42:00 -
[28] - Quote
Jack McReady wrote:take away some of the anti infantry power of the forge gun and give it to the machine gun. something is wrong when the forge gun splash can one shot some suits.
i dunno man, the forge gun is terrible for anti infantry, often the splash is the only damage you get, but that having been said i would be fine if they reduce splash and give us the option of different ammo types like AP with more direct damage and no splash and HE with lower direct and more splash
|
Laheon
Osmon Surveillance Caldari State
153
|
Posted - 2012.07.12 10:45:00 -
[29] - Quote
Forge gun is truly terrible for anti infantry, because of the crosshair shaking, the charging, and the low ROF. The SMG, however, is an excellent anti infantry gun. I've taken out a lot of assault suits (and even a heavy suit!) with an SMG on a heavy suit. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2012.07.12 10:53:00 -
[30] - Quote
Then again you can kill a scout suit relatively easy with a forge gun because of the blast damage, just hit near and hes dead.
As for durability if my ishukune won't get a head shot it usually takes 3-4 shots to kill a heavy, add in 5 bullets per magazine and you have plenty of time to run for cover most of the time. |
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Darky SI
232
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
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
|
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. |
|
Carilito
Algintal Core Gallente Federation
345
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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 |
|
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
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
|
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
|
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
|
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
|
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. |
|
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.14 08:27:00 -
[61] - Quote
as a heavy i notice very few players will actualy provide cover for their teams heavys, so snipers and AR are a constant cause of death, im guessing that the HMG is geared more towards supression/crowd control so its minute range is a big issue, other heavy issues include the movement speed, the tanks i hunt move soooo much faster that i almost have to count on them getting stuck.
heavys lack the fear factor they should have! yes they are big slow moving tanks but we just lack the power to back it up. and all heavy weapons are terrible at range. hoping this get addressed with the advent of larger maps.
i agree that re-balancing is far better than nerfing. |
Anatoly Gasputin
Doomheim
40
|
Posted - 2012.07.14 08:32:00 -
[62] - Quote
Started playing heavy few days ago and loving it. But there are some major issues that need to be addressed and I agree with the re-balance that was suggested earlier. +1 for the heavy support |
Brinn Lusker
Algintal Core Gallente Federation
2
|
Posted - 2012.07.14 09:39:00 -
[63] - Quote
I started playing two weeks ago and I have played nothing but heavy. I can't say anything about the HMG in the previous build but the HMG right now is close to unusable. Most of what I might say has already been brought up, the rediculus overheat, crap dmg and the horrible range. So I'll just say that as a heavy I feel that the only option that I have to be effective against infintry is to equip an AR and at that point why have a heavy at all. |
Cameron StarGazer
63
|
Posted - 2012.07.14 09:45:00 -
[64] - Quote
The power of the HMG definitely needs sorting, Any scout or Assault troop that gets in the way and stays in the open infront of one of them shouldn't last very long. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.14 14:09:00 -
[65] - Quote
I started using heavy+HMG in this build and done that quite a lot.
My biggest fear when in heavy suit is going face-to-face with an average skilled player using a breach gun, at any range longer than 10m.
I've learned to dread the breach, therefore I listen what rifle opponent is using. If its other AR, I fight and do good. If it's breach, I try to disengage and go to cover. Now that's something really sick and ideologically wrong, heavy avoiding 1vs1 with an lighter suit!!! Reason is that I know with breach any semidecent player is able to put bullets into upper torso/head area while HMG is unable to do that.
About HMG, I agree what's already being written, most notably the too fast overheat rate combined with poor accuracy trying to pulse the gun.
SUGGESTION: Curently HMG starts inaccurate but tightens up. How about changing that to other way around: HMG starts accurate but as you spew bullets they start to go wild.
Possible consequences: - HMG would pulsed by all users - In tougher spot HMG user would fire longer but pay the price in inaccuracy - HMG would gain ability to damage targets further away, but the farther target would be (example 100m), the less damage it would do as only the very first bullets would go on spot. Target a bit closer (example 60m) would get a bit more damage as those slightly deviating bullets would also hit. - HMG would work about the same way against vehicles as they are larger targets
Comments on above suggestion, please
|
Tupni
27
|
Posted - 2012.07.14 14:28:00 -
[66] - Quote
Essentially worthless outside of an anti-vehicle capacity, more armor but bigger and slower so they're kind of hard to miss and take more damage anyway. I do about the same ratio of damage in a single clip as I would with any other enemy and I also know I can easily outrun them or even run in for a melee if I'm lucky. They're more difficult when in a group, but that's the same with any class.
Surprisingly they seem to really only be any good in a support capacity, typically as a meat shield that can shoot. Not impressed with forge guns in infantry combat, but the mass driver is OK, and only OK, but sometimes fairly useful in close quarters as an alternative to slower less controllable anti-vehicle grenades.
Suggestion: Secondary weapon slot upgraded to light weaponry capable, add an extra slot to all heavy suits, boost shields mildly at least 50 to 100 hp, improve heavy weapons capability, integrated armor recovery of at least 1 or 2 hp, or any three of these. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.07.14 14:44:00 -
[67] - Quote
The more I think about it the more I believe that the best way to make heavies worthwhile again would to be giving them damage resistance not sure if that should be part of the heavy skill or if the dropsuits them selves should have it |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.07.28 17:54:00 -
[68] - Quote
playing recently i feel that the vehicles need reviewing, i have been heavy since i first started using the beta and am constantly finding that the heavy is outgunned by EVERYTHING. out manovered by EVERYTHING and out ranged by EVERYTHING. hell all vehicle turrets have zoom optics allowing them to effectively wipe out heavys from beyond the draw distance.
is the heavy class a joke???
|
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.06 08:46:00 -
[69] - Quote
bump because this is good info |
Jack Boost
Zarena Family
194
|
Posted - 2012.08.06 10:41:00 -
[70] - Quote
Heavies... are fine.
HMG is fine AR is fine SMG is fine FG is fine Snipers are fine
RE are broken only.
Why? Try understand your role in battle field. Ok I play a lot as heavy. My role is heavy assault on foot. I must be veraslite in a lot of aspects, I pay for it, and I die a lot, but I can kill too. I must run ( how :) take point, try to def it a little.. and run to next target. I try do my best... if my team allow me to do this.
How I see battlefield?
Heavy + HMG is for defensive/clean corners. Use this role AND YOU ARE FINE! I still die when I meet this guy. If you want be assalut-heavy with HMG ... use LAV!. Oh my .. I love meet one guy with this. Fast and deadly So understand what you do and all be fine.
Heavy + FG As like a little tank ... I die :)
Heavy +AR .. come we will see ;)
Assault dropsuit + AR - this is hard to tell who win. At last luck is there. If he catch, i'm dead. If we see each other I have chance. Few more assaults ... I take 1,2 ... and I'm dead. For scenario when I run most time alone, I'm overnubered a lot.
Assault +shotgun/scout +shotgun - please miss me ;) Scout + mass driver - please miss me too.
Assault/Logi/Scout/Heavy + SMG - i'm dead More-> Scout + SMG + speed boosters..... It is angel of dead. Run as devil hit hard and I only can swing my dead hand to say good bye.
Scout + sniper riffle.... 1. shot ?...2 shot - where are you? 3.1 There .. you are dead 3.2 Still not see you... i'm dead. But I come next to you.
Tank... almost pointles for me to run into it... but I love get final blow from tanks. -> fine.. but wait I change my AV gear.
LAV... almost 100% roadkils, but I can manage get gunner -> fine
Dropships I can bite you, but you have all sky for onself. I'm dead.
So as you can see it is not easy job to fight there. But for me all is fine. Only RE as it is now are broken, and I dont whine when someone set trap for me, but only when he drop RE in fornt of him and push one button.
So at the end.... think what role you want play .. use the best gear fitted to this role and go. We meet for sure :)
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.06 10:52:00 -
[71] - Quote
I noticed that in this build the heavy was the hardest to play so thats what I went with. HMG used it for one game and it was USELESS. Forgegun is ok for AV but the SMG is useless at ranges farther than ten yards.
If the heavy is forced to use by default an SMG then at least give it some range better than ten yards since its pathetic being gunned down by an assault using a pistol at 15 yards where the smg is still out of range.........pathetic.!!!
|
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.06 10:55:00 -
[72] - Quote
I am not a hardcore Heavy dropsuit player, but if Red at Math has taught me anything, it is that Heavy's are ANYTHING but under-powered, ESPECIALLY with a HMG. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2012.08.06 14:05:00 -
[73] - Quote
I have played a Heavy for both builds. in the first build i used a heavy suit fitted with HMG, damage mod's, armor rep/s, scrambler pistol and AV grenades for 90% of the matches. using this build I averaged 20-30 kills on smaller maps, per match with few deaths. i will be the first to admit it was OP but that was what i invested in, and i did so out of it being the role i wanted to play not because day one of closed beta i knew it would be mind blowing, overpowered and over played. That combined with the fact people, for the most part only wanted to play ambush and the HMG shines in confined spaces the trend was garnishing a lot of hate for the weapon. i'm glad that trend died out, and for the last week of the first build i got a chance to run and gun at range for this i used a Forge and SMG combo.
for the second build i started with the same, as i did with the previous build. Merc Gear to start then HMG all the way. only this time the weapon scattered more on the first rounds, then it heated and jammed by the time it was accurate enough to do any thing, not that it would because a breach weapon of any flavor could out class it in damage and the turn speed of my suit against the run speed of a scout or assault meant that by the time he messed up and i got some rounds on his flank it was too little too late (the dead mans hand being taken out was also a loss in this instance.) a heavy was nothing more then K/D padding for quality scouts and assaults. assuming you didn't find your self near his RE before the engagement got a chance to start. as a low skill heavy weekend 1 of this build my K/D was about .3...
the second weekend of this build i switched my focus to the forge. vehicles were becoming a HUGE part of a winning strategy and the forge loves big targets. but to forge is to bring a liability upon yourself at close range... against infantry all together really. that is not to say i cant kill a scout from 10-700 yds with forge splash but that does not have as high a success rate as i would like. instead i opted and recommend to others that a forge gunner should be using that time to switch to the heart of the matter the SMG. After about 3 days of this Forge/ SMG combo i had superior field control. i could even out gun at close range other Heavys using an HMG against me... that was a travesty. my K/D that weekend climbed back up to a .7.
the third weekend with about 5mil SP invested between Heavy suits, Heavy weapons, Forge, HMG, SMG, mechanic, electronics, and engineering. i could fill the roll of a heavy again... granted its not the suppression fire and point defense roll i was hoping for, instead it was to harass the living sh*t out of tanks and drop ships. for this reason i was happy they gave me a faster suit too choose from, as it helped tremendously in allowing me to fill that roll more efficiently. my K/D was climbing again, in this case to around .9 however, it was at this point i was noticing a disturbing trend with folks using an AR with off hand SP/SMG on their heavy. from the people i spoke with in team comms it was a varied response from "im using the AR until i get better skills with the HMG," to "im using it while i make the transition to a scout suit with RE."
from the fourth week to the present i have used the forge as my primary roll, not primary weapon. the SMG has become my most common implement of death and defense, which in some ways has contributed to idea that all heavy's use SMG's. my K/D improved to 1.1. HMG's on the other hand even after tremendous investment, while powerful, can still be out gunned by a scout (or assault/heavy) with appropriate and equal investment of skills with the AR or SMG.
things that can be done to fix this and validate investment in a weapon to create a currently non-existing roll
A) increase the CPU and PG of heavy drop suits to allow us to fit larger shield boosters or armor plates at the expense of greater mobility loss. a buffer tank HMG heavy supported by a logistics teammate would allow for better point defense, with the substandard mobility it would keep lone wolfs from abusing the extra stay power to an unfair advantage. A1) with the large shield extenders you could cut the rate of re-gen and/or increase the hit box on the ctr model for the validation of a logi support A1.1) implement low slot turn speed adrenal mod to compensate for lack of high slot damage enhancements. A1.2) increase signature so swarm can lock on heavy with these mods. A2) with the Large armor enhancement you would need a logi to be useful because the extension of armor would take the low slots that reps would normally consume, plus even if those slots had been used by a localized rep they are woefully under powered for that kind of task... or any task really A2.1) increase signature so swarm can lock on with these mods. A3) ignore all of this and allow us use of a Heavy drop suit with roll bonuses that would allow us to fill this roll (honestly i would prefer this to be done with mods, or a combination of roll bonuses and mods, because it makes the suits and builds of said suits to seem more dynamic and tailored to play style)
B) 1.7 to 3 damage more per round with the HMG to compensate us for damage and reduced turning speed. B2) more invest-able SP in reducing over heat of weapon... perhaps a pseudo unrelated skill in engineering, thermodynamic's for example. (No one should WANT to close range on a HMG Heavy EVER.)
C) More low slots on a Heavy to allow for a modification of resistance types and modules to compensate. C1) add resistance types to suits and the mods for said suits
D) Make suits inherently damage resistant, With greater HP/Shields and sharply increase isk and SP expense to compensate. this game is about strategy and nothing says strategy like balancing act between risk and reward. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2012.08.06 15:01:00 -
[74] - Quote
My concern at this moment does not lie in the Heavy Dropsuit (always use AR). The current class that's giving me some problems is the Scout's high movement speed. Unless you're using high end ISP (I'm at 3.50Mb), the bad hit detection will make it extremely difficult to hit a Scout who tries to run around you with a Shotgun or Submachine gun, while taking advantage of the low framerate and aim sensitivity. Only real counter to this class (not much) is the Assault Dropsuit with high shield regen, along with a Submachine, Assault Rifle (high RoF) or a well placed Shotgun shot. Heavy is not recommended.
For Scouts running with maxed out melee and sprinting speed that of a train, the only counter 3 counters are use of a Vehicle, same class loadout as enemy or a short moment of long distance shooting (short moment as in he'll be next to you under 7 seconds; CQC 1v1 fail rate at 90% with low health class and 80 with Heavy... assuming that the guy finds you first). |
ReptileHand
Bragian Order Amarr Empire
4
|
Posted - 2012.08.06 18:16:00 -
[75] - Quote
Haven't read much of the thread.
But for me the Heavy machine gun is kind of annoying. I shoot so many bullets (first tier of gun / not default) and they aren't doing much to the other guy's suit before it overheats. It usually takes out a good chunk of their health but eh. I'm trying to remember now.... |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.08.06 18:56:00 -
[76] - Quote
As a scout just wana chip in here and say the heavy suit and/or the HMG need something doing to them badly.
I used to enjoy trying to kill a heavy but its just not fun anymore. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 18:59:00 -
[77] - Quote
I think they have the balance of the heavy well done. I ran a heavy with a forge and smg with AV nades. I used the non charge holding forge so I did not experience the slow walking stuff as much. I could hold my own in fights at close quarters. I did have to aim for the head to last longer. The skirmish map is well done for different heights and levels on the battlefield. When I could get high ground I was quite a nuisance. If I had a nanohive support I became deadly. 75% of the time I could 2 shot players beneath me. I never had a ridiculous game like 20-1 or something. But players took notice and hunted me down. Being heavy they would catch up and return many favors. BTW I was in a lvl 4 suit. A heavy and a logistics are gonna be fun to see. When groups are up and mics a bit cleaner (they are quite glitchy) that team work will be awesome. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.06 19:09:00 -
[78] - Quote
Tech Ohm Eaven wrote:I noticed that in this build the heavy was the hardest to play so thats what I went with. HMG used it for one game and it was USELESS. Forgegun is ok for AV but the SMG is useless at ranges farther than ten yards.
If the heavy is forced to use by default an SMG then at least give it some range better than ten yards since its pathetic being gunned down by an assault using a pistol at 15 yards where the smg is still out of range.........pathetic.!!!
I suggest getting the sharpshooter for your SMG. At lvl 4 I had no issues. For example, on the crane building at "C" I could shoot players below me. I could not match an assault but you really did not feel helpless. The breach SMG actually held ranges very well. The others could shoot but the kick made range battles unwise. |
des polo
Villore Sec Ops Gallente Federation
22
|
Posted - 2012.08.06 19:16:00 -
[79] - Quote
I always use heavy drop suits and always end out on top as one of the top players in my team I was able to make enough money to sustain two semi proto fittings with advanced heavy drop suits and I never use assault rifles only heavy weapons I don't see why everyone has an issue with them they helped me take down a spawn camper when I spawned in at a objective. |
Unit-775
Villore Sec Ops Gallente Federation
36
|
Posted - 2012.08.06 20:01:00 -
[80] - Quote
KEROSIINI-TERO wrote:
SUGGESTION: Curently HMG starts inaccurate but tightens up. How about changing that to other way around: HMG starts accurate but as you spew bullets they start to go wild.
Possible consequences: - HMG would pulsed by all users - In tougher spot HMG user would fire longer but pay the price in inaccuracy - HMG would gain ability to damage targets further away, but the farther target would be (example 100m), the less damage it would do as only the very first bullets would go on spot. Target a bit closer (example 60m) would get a bit more damage as those slightly deviating bullets would also hit. - HMG would work about the same way against vehicles as they are larger targets
Comments on above suggestion, please
I think this should be at least testet, and its a little more realistic the gun becomes less accurate when firing longer.
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Fatal HeD
Osmon Surveillance Caldari State
2
|
Posted - 2012.08.06 21:06:00 -
[81] - 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.
Edit: dunno wtf happened there....
I agree for the most part except:
1. I think HMGs were a bit too accurate in the hands of a decent player in the mid and mid-long range engagements although I realize our definitions of mid-range may differ. This, However could have easily been balanced with the overheat function by SLIGHTLY increasing the overheat rate as it took quite a few spent shells for most people to get lined up on a strafing target.
2. Toward the end of that build I think the increase of proto ARs you noticed taking down Heavy users was due to the fact that by then the assault users had stuck it out and invested quite a bit of SP into their fits and were able to fairly easily dispatch the masses who had jumped ship and split SP between two classes.
and
3. The long range was a requirement when dealing with heavies as only a fairly well skilled scout could regularly risk sprinting inside a HMGs barrage and live to tell about it.
Other than that I couldn't agree more the damage and everything else was fine with the HMG. Where I thought the problem lied WAS in the Heavy suit. It was very frustrating to stand behind a type-I heavy with an advanced AR light off a clip into his back only to start my reload as he finally gets turned around then having to retreat or die as the lead stream started. However, I emphasize was because I think the changes in run/turn speed and HP on the heavy suit were well done and have balanced that out. Now if only CCP would un-fubar the HMG...
Oede Usaema wrote: 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.
Finally someone who truly understands CCP <3. Two things I have learned about CCP over the years are they love to overreact to their player-base overreacting in the form of mass whining and teary eyed posts with threats of account terminations, and in the end they do a pretty damn good job.
I have faith :) (don't let me down) |
Logisticus Testing
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2012.08.07 00:09:00 -
[82] - Quote
ghaahaaa, i know how everyone feels. last weekend i was in a type 1 standard suit, with a standard HMG, and i was taken out by a guy in an assault suit with a mass driver.... i overheated once, reloaded once, but he still got me.
this was between the southeast CRU and the supply depot, over by A. he kept ducking behind the hill as soon as i started to fire, i'd follow him over the hill only to get a MD grenade in the face. it took him 3 reloads (and i think a little help from his friends), but he got me. knowing how crappy the MD is, this is quite embarrassing.
granted, this was only my first or second time out with the HMG, but still, as soon as he got over that hill i should have chewed him up, but either was missing due to dispersal, or just not doing enough damage. my not knowing that the HMG got MORE accurate the longer it was fired (quite counter intuitive, IMHO), i was using burst fire or pausing while i tried to chase him down.
live (or in this case die) and learn, i suppose |
Mmkk333
Crux Special Tasks Group Gallente Federation
229
|
Posted - 2012.08.07 04:28:00 -
[83] - Quote
bump again |
Hellhammer Tactical
Algintal Core Gallente Federation
45
|
Posted - 2012.08.13 06:33:00 -
[84] - Quote
i would like more varied heavy suits, there is a tech 1 (cant remember name) that sacrifices armour for mobility, can we get tech 2 and prototype varients of this suit? |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.13 09:08:00 -
[85] - Quote
An AV massdriver that shoots AV magnetic grenades with ANTIvehicle damage 1200 and ANTitroop damage 1 (yes antitroop damage at ONE). |
Vickers S Grunt
Seraphim Initiative. CRONOS.
67
|
Posted - 2012.08.13 09:56:00 -
[86] - Quote
hmg is fine just dont expect good results whith the standerd i use a proto whith 3 damage mods and it is very leathal ( just got 32-1 in ambush ). Close range fights always go my way unless thay use RE or are exeptional dogers (i am looking at u Shar )
Overheating is not realy a problem when u are doing proper damage i can easaly kill a proto hevy whithout overheating if i am close and i only have hmg spec to level 3.
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BLENDEDDAVE WARRIORS
29
|
Posted - 2012.08.13 10:28:00 -
[87] - Quote
Vickers S Grunt wrote:hmg is fine just dont expect good results whith the standerd i use a proto whith 3 damage mods and it is very leathal ( just got 32-1 in ambush ). Close range fights always go my way unless thay use RE or are exeptional dogers (i am looking at u Shar )
Overheating is not realy a problem when u are doing proper damage i can easaly kill a proto hevy whithout overheating if i am close and i only have hmg spec to level 3.
killed you like 5 times on friday in a game of skirmish twice with a smg the rest with dropship from tower you whent 27/5 so i would have to agree with this statement |
Illuminatrix L'Etranger
22
|
Posted - 2012.09.03 02:01:00 -
[88] - Quote
I have not used Proto but everything up to advanced and sometimes feel they are almost a bad joke.
Why do heavy machine guns have a dotted circle as a reticle when you will usually only do damage when zooming in and placing the tiny dot in the middle of the circle right on your target?
Unless your opponent is close. So close they can tickle your nose with their ass hairs. And even then I often get better results from a militia submachine gun I have as back up that I haven't even trained for.
I will not give up. But would be more effective sinking all my skill points into training to use another weapon and just using the heavy suit. Rather than the weapons that only a heavy can use.
guess I might as well put this in the feedback section of the forum too... |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.09.03 10:51:00 -
[89] - Quote
i recommend Narcotics Anonymous for heavy users. |
Sven Lindblad
11
|
Posted - 2012.09.03 12:44:00 -
[90] - Quote
I feel the heavy suit needs something else than just the heavy weapons too spend their Powergrid and CPU. Some kind of super PG expensive module for fitting options. |
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Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.09.03 13:59:00 -
[91] - Quote
Illuminatrix L'Etranger wrote:I have not used Proto but everything up to advanced and sometimes feel they are almost a bad joke.
Why do heavy machine guns have a dotted circle as a reticle when you will usually only do damage when zooming in and placing the tiny dot in the middle of the circle right on your target?
Unless your opponent is close. So close they can tickle your nose with their ass hairs. And even then I often get better results from a militia submachine gun I have as back up that I haven't even trained for.
I will not give up. But would be more effective sinking all my skill points into training to use another weapon and just using the heavy suit. Rather than the weapons that only a heavy can use.
guess I might as well put this in the feedback section of the forum too... You dig a very old topic. Instead of investing in Hs&HW invest in Tanks.
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Illuminatrix L'Etranger
22
|
Posted - 2012.09.03 15:05:00 -
[92] - Quote
Sylwester Dziewiecki wrote:
You dig a very old topic. Instead of investing in Hs&HW invest in Tanks.
I decided to post here as further changes are being made will be made. I used the search feature as has been suggested and posted in what I felt was the appropriate thread.
And no, I will not invest in Tanks. I am not here to play tanks. So go kitten yourself and invest in kittens, you kitten kitten. |
Darky SI
232
|
Posted - 2012.09.03 15:14:00 -
[93] - Quote
Illuminatrix L'Etranger wrote:Sylwester Dziewiecki wrote:
You dig a very old topic. Instead of investing in Hs&HW invest in Tanks.
I decided to post here as further changes are being made will be made. I used the search feature as has been suggested and posted in what I felt was the appropriate thread. And no, I will not invest in Tanks. I am not here to play tanks. So go kitten yourself and invest in kittens, you kitten kitten. I have been playing Heavy since the 2nd build and am not giving up sure its pain to train a heavy but i have faith on CCP to heavy/HMG fixed somehow so keep it up my fellow heavies someday we will regain our glory as Killing Machines. |
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