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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.11.02 15:00:00 -
[31] - Quote
Just add a 25-40% explosive resistance to heavies... |
Captain-Awesome
Internal Error. Negative-Feedback
349
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Posted - 2012.11.02 15:18:00 -
[32] - Quote
it's very hacky, resistance vs explosive/railgun should be high as these are 2 that would be fitted against a tank, it also means grenades / RE wouldn't be that good against heavies but then they are slow so :p
bullets should still do same damage to a heavy.
Edit as alldin said. See alldin we think so alike. why won't you let me have your babies?. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.11.02 15:34:00 -
[33] - Quote
Alldin Kan wrote:Just add a 25-40% explosive resistance to heavies...
Then add that same explosive resistance to assault suits.....its bad enough, assaults has to throw grenades at a heavy to be able to stand a chance.
Putting it like that....scouts, logis, assaults needs our grenades against heavies. If anything, ccp can add a skill with Operation & Proficiency levels & modules (you can purchase) to boost resistance to explosives (or exclusively blasters only...ccp can choose that). But that needs to be across the board and not solely for heavies. |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.11.02 15:48:00 -
[34] - Quote
lolno
OP want to buff swarms even more lolno
They already got put back to normal levels then an extra 20% added on, the ability to fly around stuff, the ability to lock on behind cover, they are already free as it is
With that heavy mod can i have that for my tank since its made of paper so i build resistances which are much more needed |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.11.02 15:53:00 -
[35] - Quote
Ydubbs81 RND wrote:Alldin Kan wrote:Just add a 25-40% explosive resistance to heavies... Then add that same explosive resistance to assault suits.....its bad enough, assaults has to throw grenades at a heavy to be able to stand a chance. Putting it like that....scouts, logis, assaults need our grenades against heavies. If anything, ccp can add a skill with Operation & Proficiency levels & modules (you can purchase) to boost resistance to explosives (or exclusively blasters only...ccp can choose that). But that needs to be across the board and not solely for heavies.
This reminds me...
Could suit specializations offers skills to heavies such as explosive resistance? o_0 |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.11.02 16:59:00 -
[36] - Quote
Ty 'SweetCheeks' Borg wrote:I admire the fact your trying to help the AV vs vehicles issue, but do you honestly think that forge's are useless and the heavies need a buff?.
Currently everyone has a forge gun, it's the only effective AV out there since swarms are broken. With this buff heavies with no brains will be able to run rampant against all vehicles with only infantry to stop them.
Any smart heavy AV user out there will be using cover and they don't get one shot, not by large missiles anyway unless they're dumb. Saying this will help them against railguns, well, the only sure fire way to get a heavy in cover is snipe them with a rail and currently the railgun is crap and broken due to whines last build. Your better off having some guy sit on your tank with a forge, it's ridiculous how the forge is better than the railgun in everyway.
The problem is with the small missile turrets and them being placed on dropships and the fact that swarms are useless against this. As I keep saying, the entire balance of AV, vehicles and turrets is totally way off.
All this suggestion does is make heavies nigh on un-killable against tanks. I think this idea needs some work before it's not OP tbh. Kudos for trying though Sleepy. This thread was made last build when they nerfed tanks and buffed AV, and I don't expect to buff heavies like this without buffing tanks as well. This was my idea to buff heavies instead smacking tanks with the nerf-bat. I would like to see tanks have more hp like before, and actually be able to tank. I hated the way they made swarms automatically tear apart tanks and at the time heavies could just get one shot by turrets before they could lay on much damage.
But yeah last thing I would want is for any more OP aspects. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.02 17:01:00 -
[37] - Quote
EnglishSnake wrote:lolno
OP want to buff swarms even more lolno
They already got put back to normal levels then an extra 20% added on, the ability to fly around stuff, the ability to lock on behind cover, they are already free as it is
With that heavy mod can i have that for my tank since its made of paper so i build resistances which are much more needed lol chill I came up with this as an alternative to the tank nerf and swarm buff. I want to see tanks buffed but I was hoping this could give infantry more of a fighting chance. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
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Posted - 2012.11.02 17:10:00 -
[38] - Quote
Sleepy Zan wrote:EnglishSnake wrote:lolno
OP want to buff swarms even more lolno
They already got put back to normal levels then an extra 20% added on, the ability to fly around stuff, the ability to lock on behind cover, they are already free as it is
With that heavy mod can i have that for my tank since its made of paper so i build resistances which are much more needed lol chill I made came up with this as an alternative to the tank nerf and swarm buff. I want to see tanks buffed but I was hoping this could give infantry more of a fighting chance.
But why heavies exclusively then? Are you a heavy? |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.11.02 17:12:00 -
[39] - Quote
Alldin Kan wrote:Ydubbs81 RND wrote:Alldin Kan wrote:Just add a 25-40% explosive resistance to heavies... Then add that same explosive resistance to assault suits.....its bad enough, assaults has to throw grenades at a heavy to be able to stand a chance. Putting it like that....scouts, logis, assaults need our grenades against heavies. If anything, ccp can add a skill with Operation & Proficiency levels & modules (you can purchase) to boost resistance to explosives (or exclusively blasters only...ccp can choose that). But that needs to be across the board and not solely for heavies. This reminds me... Could suit specializations offers skills to heavies such as explosive resistance? o_0
I haven't seen any but I'm sure ccp can add a skill like that (FOR ALL SUITS). And adding more skills like that will increase that 7-year plan by just a bit |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.02 18:38:00 -
[40] - Quote
Ydubbs81 RND wrote:Sleepy Zan wrote:EnglishSnake wrote:lolno
OP want to buff swarms even more lolno
They already got put back to normal levels then an extra 20% added on, the ability to fly around stuff, the ability to lock on behind cover, they are already free as it is
With that heavy mod can i have that for my tank since its made of paper so i build resistances which are much more needed lol chill I made came up with this as an alternative to the tank nerf and swarm buff. I want to see tanks buffed but I was hoping this could give infantry more of a fighting chance. But why heavies exclusively then? Are you a heavy? No I'm not a heavy, but I think they should be on more of the AV badass side of things and I also think tanks need to be able to take a couple of hits but still have stuff to watch out for. I don't want to end up making explosives useless by having everyone run around with this module. At least all the other classes can still run to cover, but heavies can still be helplessly immobile. |
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Khemlar Maktaar
Algintal Core Gallente Federation
0
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Posted - 2012.11.03 00:09:00 -
[41] - Quote
Hey guys btw needless i kill you because i aint ****+ hmg>smg but atm im so sick of underpowered heavyes i gave up on beta and will try full release but ars are so op atm i get killed quicker by a mitilia ar then broadside hmg but yeh i was dealing with straffing guys 3 builds ago im used to it but the games soooooo unstable atm it stutters freezes lags and everything else which is anoying since i played 10+hours a day it gets to you but whatever i got a new pc first time build yey! but i realy hope ccp pulls it together for the launch as the way things are heavies suck im just a realy good heavy player but i do well as any role i love people who havent played heavies and say there not up and ar kills me in 1-2 seconds flat thats pure stupid as i get outranged by every other weapon (Tactical ars have 110 m range......... hmg 58m) but once they buff heavies they should bprovide great sire support in both av and ap(anti personnel)as right now i get whopped by the crappy tank drivers cos of the damage and fitting buff tanks were giving i was able to fit a militia sica with 2 heavy clarity shield boosters an azeotropic shield extender proto small missile launchers and a normal large missile turret and 2 militia power diagnostic units btw my best moment was when a noob in a sica was killed by my saga with a normal missile launcher was bloody funny good times good times |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.03 06:39:00 -
[42] - Quote
You really detest punctuation don't you. |
Chalybeia Aquila
Doomheim
10
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Posted - 2012.11.03 08:23:00 -
[43] - Quote
I like the idea but it shouldnt be a damage modifier. I would rather make it a energy reuser as a feature for every suit like shield repairing. It uses a part of the energy of the projectile to overload the system. The different damage types could have a different usage aswell. From EM damage you get most energy, then thermal, explosive and kinetic. It would have the most usage for heavies due to their insane armor. |
Riot Ruckus
Doomheim
56
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Posted - 2012.11.03 08:30:00 -
[44] - Quote
Sleepy Zan wrote:Since heavies suck against missile turrets or railguns unless they have the high ground here is a possible solution other than buffing swarms to a ridiculous damage output
This idea is inspired by the immortals in starcraft 2. An immortal has normal shielding in most situations but when they get hit with something that has a high enough damage output (like a tank) it instantly builds large amounts of resistance against the damage taken. Adding this effect in a module to effect shields or armor would be a good way for a heavy to compensate for low maneuverability when taking on a tank or when hit with an RE. It also keeps infantry battles with heavies the same so there will be no unfair advantage in infantry battles.
Also may promote more use in blasters for anti infantry since missiles wont be as effective against this module but blasters should be able to take it out with the same ease as before.
Not sure if this has already been mentioned or exists in EVE (discuss)
I saw another post like this on the forums, but what they proposed was a inherent reduction in the amount of splash taken when you are heavy. Maybe like a concussion dampener module, ect.
Even brining the shield/armor hardeners over to the infantry and making them only be equipable by heavies, would be nice aswell. |
Bhor Derri
Legion of Eden
95
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Posted - 2012.11.03 08:40:00 -
[45] - Quote
The tanks already got nerfed once guys so STFU and stop the QQ about it its the Large missile turrets and CCP loving caldari vehicles so whilist they are OP Gallentean ones are broken some tanks cost +2mil isk btw I don't think a sh!*tty Noob should be able to complain about this. Balance tanks don't nerf them ples CCP |
Vane Arcadia
ZionTCD Legacy Rising
115
|
Posted - 2012.11.03 08:50:00 -
[46] - Quote
Sleepy Zan wrote:Needless Sacermendor wrote:It's not the fans that demand everything to fit in with Eve lore, it's CCP that have a whole universe of ways and mechanics and science that they want to maintain as much as possible and tweak as little as possible to get DUST to release. I was talking about a module like this that exists in game in EVE and whether or not it was already planned for Dust. again sorry for not being more clear I hope this helps
Seige or triage modes (which do exist in eve) that wold be quite cool for heavy suits.
Seige would be extra damage, triage (would need a name change) would be extra protection.
For those that don't know - when a cap ship enters these modes it is for a fixed cycle and whilst it is in these modes there are penalties which are offset by massive gains. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 09:24:00 -
[47] - Quote
I think it's a pretty decent idea.
Maybe instead of a higher resistance to things bigger than it though, an invoulnerability to splash damage from missiles? Since missiles are really where the problem lies that means the heavy can stand against a tank unless he receives a direct hit, also means he can take the time it takes to miss a few times against the drop ships spamming missiles everywhere |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.11.03 09:28:00 -
[48] - Quote
Drommy Hood wrote:I think it's a pretty decent idea.
Maybe instead of a higher resistance to things bigger than it though, an invoulnerability to splash damage from missiles? Since missiles are really where the problem lies that means the heavy can stand against a tank unless he receives a direct hit, also means he can take the time it takes to miss a few times against the drop ships spamming missiles everywhere
In fact. Nerf missile splash full stop, swarms do 10 damage splash if I'm not mistaken, seems fair to make it even across the board :-)
Tanks & drop ships fixed
You can thank me later kiddies |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.11.03 17:16:00 -
[49] - Quote
Chalybeia Aquila wrote:I like the idea but it shouldnt be a damage modifier. I would rather make it a energy reuser as a feature for every suit like shield repairing. It uses a part of the energy of the projectile to overload the system. The different damage types could have a different usage aswell. From EM damage you get most energy, then thermal, explosive and kinetic. It would have the most usage for heavies due to their insane armor. It was only an idea this is also a good one.
Bhor Derri wrote:The tanks already got nerfed once guys so STFU and stop the QQ about it its the Large missile turrets and CCP loving caldari vehicles so whilist they are OP Gallentean ones are broken some tanks cost +2mil isk btw I don't think a sh!*tty Noob should be able to complain about this. Balance tanks don't nerf them ples CCP Maybe if you could read past a 2nd grade level you could have seen in the title this was meant to be an alternative to the tank nerf.
Drommy Hood wrote:I think it's a pretty decent idea.
Maybe instead of a higher resistance to things bigger than it though, an invoulnerability to splash damage from missiles? Since missiles are really where the problem lies that means the heavy can stand against a tank unless he receives a direct hit, also means he can take the time it takes to miss a few times against the drop ships spamming missiles everywhere yes I wouldn't mind it even being meant to risist splash damage, that might workout better actually. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.11.03 17:23:00 -
[50] - Quote
There's such a thing as the feedback/suggestion section. Most people that post here don't seem to know that.
I'm not completely opposed to the idea, but I don't think a (relatively) cheap dropsuit should be able to solo something as expensive as a tank in a direct fight- use cover to your advantage.
Perhaps there can be a VERY highly skill-intensive module that can do that. |
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