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Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.15 21:39:00 -
[1] - Quote
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) |
Daedra Lord9
Seituoda Taskforce Command Caldari State
136
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Posted - 2012.09.15 21:44:00 -
[2] - Quote
I, as a heavy, wouldn't be opposed to it. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.09.16 00:40:00 -
[3] - Quote
I like the idea as a possible element in game balancing.
I'm not sure if it will survive the eve nerds.
Seems slightly like a hack in the sense that it kind of setting special case rules for the resistances on this module.
Definitely a good post though, liking. |
Pezley McDoff
Seraphim Initiative. CRONOS.
14
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Posted - 2012.09.16 01:29:00 -
[4] - Quote
i enjoy this idea greatly |
Celestial3
Amarr Templars Amarr Empire
11
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Posted - 2012.09.16 01:55:00 -
[5] - Quote
In what way is combat even between the classes? I do like your idea though. +1 |
ReGnUm ReSuRgAM DEI
33
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Posted - 2012.09.16 02:13:00 -
[6] - 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 shield output (like a siege tank) it instantly builds large amounts of resistance against the damage taken. Adding this effect to 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)
wanna group up ? |
Needless Sacermendor
98
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Posted - 2012.09.16 02:13:00 -
[7] - Quote
I don't understand the concept ... you want the heavy as an armor tanked class to take less damage from anything that has a higher armor value than itself !? How will this help against a shield tanked HAV ? and if you shield tank your heavy, you want it to take less damage from a shield tanked HAV ... same goes for the Surya !
Also the Swarm is not a heavy weapon, it's a light weapon so I don't understand the relation between that and your suggestion ... the forge gun maybe I could be close to empathising but probably not as this goes against everything CCP is trying to achieve.
And how would any of this make a difference between missiles and blasters on a HAV ? Surely it wouldn't matter what kind of turrets are fitted ... so long as the tank was the same as the heavies he would receive less damage.
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. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.09.16 02:14:00 -
[8] - Quote
I would just like to say I like this idea, but make is a module. Furthermore, instead of a flat resistance buff, why not make it inverse to their current speed? That way heavies can hold ground but don't overshadow the assaults for taking it. |
crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.09.16 02:19:00 -
[9] - Quote
good idea. would make having gunner that much more important. Plus missiles would no longer one shot shield tanks, but be better verus armor tanks. This would give the tech 2 heavy an awesome role.
I would say apply it to all shields on dropsuits though. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.16 05:01:00 -
[10] - Quote
Let me explain I apologize for not being clear enough
Needless Sacermendor wrote:I don't understand the concept ... you want the heavy as an armor tanked class to take less damage from anything that has a higher armor value than itself !? How will this help against a shield tanked HAV ? and if you shield tank your heavy, you want it to take less damage from a shield tanked HAV ... same goes for the Surya !
It is intended to be a module (probably low slot to boost shielding [not armor]) for heavies to have instant damage resistance at the moment a projectile hits them with enough damage to it. It is meant to allow heavies not to get one shoted by railguns or missile launchers and to have a bit more of a fitting chance. I was thinking that the line can be drawn at anything doing 350 damage or more would trigger the hardeners. Also the resistance level ranging from 50% standard - 80% prototype.This may seem like alot of resistance but considering the amount a type 2 heavy has in comparison to a railgun I think it is actually pretty reasonable.
sorry fixed error shield output now says damage output |
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Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.16 05:02:00 -
[11] - Quote
Needless Sacermendor wrote:Also the Swarm is not a heavy weapon, it's a light weapon so I don't understand the relation between that and your suggestion ... the forge gun maybe I could be close to empathising but probably not as this goes against everything CCP is trying to achieve.
I'm saying to nerf swarms and rebuff tanks a little and use this to help balance it out. Yes I would imagine a heavy in this fit to carry a forge gun. The heavy still won't be nearly impossible for the tank to kill with railgun or missile launcher splash but this way will give a heavy a little more tanking to do one of the jobs it was originally intended for, which is taking on tanks. The heavy of course still has to play smart and can't take on a tank like this out in the open and once you have these heavies with this module learning the proper technique to deal with tanks then the tank will need more infantry support to be able to take out the heavy like wise for the heavy, which is what CCP is trying to achieve (more infantry support needed for tanks).
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Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.16 05:02:00 -
[12] - Quote
Needless Sacermendor wrote:And how would any of this make a difference between missiles and blasters on a HAV ? Surely it wouldn't matter what kind of turrets are fitted ... so long as the tank was the same as the heavies he would receive less damage.
It is based on the amount of damage a heavy takes with one shot, sure missile splash would probably avoid the resistance but ,I would think, that blasters would be a far more effective counter. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.16 05:03:00 -
[13] - Quote
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 |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.09.16 05:05:00 -
[14] - Quote
ReGnUm ReSuRgAM DEI wrote:wanna group up ?
sure check in channel "LFSquad" for me
Noc Tempre wrote:I would just like to say I like this idea, but make is a module. Furthermore, instead of a flat resistance buff, why not make it inverse to their current speed? That way heavies can hold ground but don't overshadow the assaults for taking it. It was meant to be a module, low slot now that I think about it. Not sure if it should be only lomited to heavies or not tho. Also not sure if it should allow stacking either. |
I-SHAYZ-I
24
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Posted - 2012.09.16 09:36:00 -
[15] - Quote
Just wait until they implement deployable shields.
This would be exactly what you want, something to keep you defended from heavy weaponry, but still allows for an assault class to run up and turn you into swiss cheese.
Anyone else agree? |
Antonius Dacinci
Bragian Order Amarr Empire
65
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Posted - 2012.09.16 10:49:00 -
[16] - Quote
TL;DR Tanks terrorize turrets your just shooting newbies who don't know how to play. |
Needless Sacermendor
98
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Posted - 2012.09.16 11:30:00 -
[17] - Quote
Thanks for taking the time to address each of my points ... I understand a lot better what you're trying to achieve now.
Before my opinion I'm not sure what module in Eve you're talking about ... we have regular damage resists but I'm not aware of anything that only applies resists when damage above a threshold is received ... any clarification on which module you mean.
My Opinion : As a dedicated Assault Swarm user, even in cqc battles as my SMG skills are better than my AR, I'm not a big fan of dropping Swarm damage, though I do think they shouldn't be so readily available. Even now since the hotfix I can hit a Sagaris with proto swarm and double damage mods and it barely scratches the paint. I've invested a lot of sp to make a workable AV fit that can survive against infantry and deal heafty damage to vehicles, I don't believe I should be able to solo kill a good advanced HAV with a single prototype AV weapon but I should be able to get it on the move which I generally can.
(Edited : When I say swarms shouldn't be readily available, I mean no militia Swarms ... there's no militia forge so why have other militia AV weapons, AV is a specialist role.)
I do agree the heavy class needs some work but I'm not sure this is the right way to go about it ... my reason being ... I can solo most heavies no matter what weapon they are carrying simply by staffing through his tracers of the HMG or the same tactic to avoid his audible forge charge just as it's about to discharge. I have however met one good heavy user by the name of Khemlar Maktar who can destroy me every time usually before I've even switched to SMG and fired a shot or turned to face him. I put this down to a most not 100% specialising into the heavy class and as such they shouldn't be good at it, a heavy user shouldn't have assault rifle skills or swarm launchers, these are both light weapons, not heavy and should be trained after his heavy weapons.
I think heavies should just get their e train hit points back that they used to have if you want them to have a bit more survivability but also the damage resist modules available to vehicles could be made available to dropsuits but as I've said ... these are across the board resists, they have no concept of the level of damage received. |
Needless Sacermendor
98
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Posted - 2012.09.16 11:41:00 -
[18] - Quote
As an alternative idea ... perhaps heavies need more varieties of weapons, just having the HMG and forge seems to make them unpopular especially with their limited movement and currently not great hp.
Maybe they need some form of heavy mortar cannon version of the mass driver with a balanced ability, less effective than a forge on vehicles but slightly better than the HMG against infantry due to some splash damage, though this would obviously need careful balancing. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.09.16 13:32:00 -
[19] - Quote
Needless Sacermendor wrote:Thanks for taking the time to address each of my points ... I understand a lot better what you're trying to achieve now.
Before my opinion I'm not sure what module in Eve you're talking about ... we have regular damage resists but I'm not aware of anything that only applies resists when damage above a threshold is received ... any clarification on which module you mean.
My Opinion : As a dedicated Assault Swarm user, even in cqc battles as my SMG skills are better than my AR, I'm not a big fan of dropping Swarm damage, though I do think they shouldn't be so readily available. Even now since the hotfix I can hit a Sagaris with proto swarm and double damage mods and it barely scratches the paint. I've invested a lot of sp to make a workable AV fit that can survive against infantry and deal heafty damage to vehicles, I don't believe I should be able to solo kill a good advanced HAV with a single prototype AV weapon but I should be able to get it on the move which I generally can.
(Edited : When I say swarms shouldn't be readily available, I mean no militia Swarms ... there's no militia forge so why have other militia AV weapons, AV is a specialist role.)
I do agree the heavy class needs some work but I'm not sure this is the right way to go about it ... my reason being ... I can solo most heavies no matter what weapon they are carrying simply by staffing through his tracers of the HMG or the same tactic to avoid his audible forge charge just as it's about to discharge. I have however met one good heavy user by the name of Khemlar Maktar who can destroy me every time usually before I've even switched to SMG and fired a shot or turned to face him. I put this down to a most not 100% specialising into the heavy class and as such they shouldn't be good at it, a heavy user shouldn't have assault rifle skills or swarm launchers, these are both light weapons, not heavy and should be trained after his heavy weapons.
I think heavies should just get their e train hit points back that they used to have if you want them to have a bit more survivability but also the damage resist modules available to vehicles could be made available to dropsuits but as I've said ... these are across the board resists, they have no concept of the level of damage received.
No problem in addressing your questions man, it was only an idea I had to possibly aid in the tank vs infantry balancing and I just wanted to see what the community thought of it or if it would inspire any new ideas. Even before the tank nerf there were a small group of heavies who had their **** together and could lay waste to tanks. I just wanted to promote the use of heavy forge gun to destroy tanks rather than swarms which should only do damage and shouldn't be able to be used to solo a tank, in my opinion. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.09.16 16:35:00 -
[20] - Quote
I saw two ideas I liked as well -
A deployable shield
and (even better)
an AV mass driver. The mass driver would be able to lob shells over obstacles that the tanks would be unable to return direct fire through. Make for some good fights. |
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sys Ghost
Seituoda Taskforce Command Caldari State
23
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Posted - 2012.09.16 16:38:00 -
[21] - Quote
Telcontar Dunedain wrote:I say two ideas I liked as well -
A deployable shield
and (even better)
an AV mass driver. The mass driver would be able to lob shells over obstacles that the tanks would be unable to return direct fire through. Make for some good fights.
True artillery on a LAV is a REALLY nice idea. I LOVE IT!!! the LAV alone is kind of **** except for speedy initial point capture early game, but if it had the capability of fitting a powerful (but difficult to aim/use) artillery weapon, it could become a very valuable asset in the right kind of map. It could be used for things like hiding over a ridge, and bombarding a capture point so that it can't be taken while a couple of escorts guard the ridge itself to make sure no one comes over it to attack the LAV. |
Daedra Lord9
Seituoda Taskforce Command Caldari State
136
|
Posted - 2012.09.16 16:53:00 -
[22] - Quote
sys Ghost wrote:Telcontar Dunedain wrote:I say two ideas I liked as well -
A deployable shield
and (even better)
an AV mass driver. The mass driver would be able to lob shells over obstacles that the tanks would be unable to return direct fire through. Make for some good fights. True artillery on a LAV is a REALLY nice idea. I LOVE IT!!! the LAV alone is kind of **** except for speedy initial point capture early game, but if it had the capability of fitting a powerful (but difficult to aim/use) artillery weapon, it could become a very valuable asset in the right kind of map. It could be used for things like hiding over a ridge, and bombarding a capture point so that it can't be taken while a couple of escorts guard the ridge itself to make sure no one comes over it to attack the LAV.
Vehicles will have artillery guns soon, and I assume that means both light and heavy. So you should get your wish either next build or on release. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.09.16 17:04:00 -
[23] - Quote
Sleepy Zan wrote:Noc Tempre wrote:I would just like to say I like this idea, but make is a module. Furthermore, instead of a flat resistance buff, why not make it inverse to their current speed? That way heavies can hold ground but don't overshadow the assaults for taking it. It was meant to be a module, low slot now that I think about it. Not sure if it should be only lomited to heavies or not tho. Also not sure if it should allow stacking either.
I like the idea of it being a module, and I also like the idea that anyone can fit it, with the bigger suits getting a better bonus from it. It should definitely be limited to one per suit, though, if it's getting 50-80% resist (imagine a logi stacking 4, even if they get a smaller effect).
What I don't like is the damage threshold being the only trigger, because it would then apply to grenades and sniper headshots and other non-vehicle related things if this is supposed to only be to boost survivability as an AV role. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.09.16 18:03:00 -
[24] - Quote
Skytt Syysch wrote:Sleepy Zan wrote:Noc Tempre wrote:I would just like to say I like this idea, but make is a module. Furthermore, instead of a flat resistance buff, why not make it inverse to their current speed? That way heavies can hold ground but don't overshadow the assaults for taking it. It was meant to be a module, low slot now that I think about it. Not sure if it should be only lomited to heavies or not tho. Also not sure if it should allow stacking either. I like the idea of it being a module, and I also like the idea that anyone can fit it, with the bigger suits getting a better bonus from it. It should definitely be limited to one per suit, though, if it's getting 50-80% resist (imagine a logi stacking 4, even if they get a smaller effect). What I don't like is the damage threshold being the only trigger, because it would then apply to grenades and sniper headshots and other non-vehicle related things if this is supposed to only be to boost survivability as an AV role.
That's why I was trying to decide if it should be exclusive to the heavy class or not, maybe the heavy suits can get 50% to 80% with the bonus while all other suits get something like 25% to 50% (random number off the top of my head, I'll have to look into it more to get what I actually think it should be). Heavies have have no defense against REs and well timed grenades this is to give them a better chance with those as well. As far as stacking goes I was unsure about that as well, I don't want to make them absolutely impossible to kill with explosives, but if you stack 4 on a logi good luck in a standard fire fight. I believe that everything should be able to have a counter if you are willing to sacrifice something else, if you don't want to be popped with a head shot from a sniper sacrifice a low slot that could be fitted with something else that would help you in a different situation. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.09.18 14:14:00 -
[25] - 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 siege 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)
Uh, i crush turrets installations with my heavy FG every map. Wich is why i always root for a massive boost to those turrets HP. Hello, those MASSIVE canon can't stand more shots than a CRU ? |
Sleepy Zan
Internal Error. Negative-Feedback
2047
|
Posted - 2012.09.18 15:26:00 -
[26] - Quote
Laurent Cazaderon wrote: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 siege 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) Uh, i crush turrets installations with my heavy FG every map. Wich is why i always root for a massive boost to those turrets HP. Hello, those MASSIVE canon can't stand more shots than a CRU ?
I believe those are the militia installations they will be stronger once they are available on the market. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2012.11.02 04:54:00 -
[27] - Quote
Maybe if enough of these posts are read by the developers they will want to do something to help the heavy in the AV role. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.11.02 07:06:00 -
[28] - Quote
There is no EvE equivalent. New modules are added to eve though, and this seems like something that could be explained easily enough and be good in game.
My thoughts on features 1)Limit to one per suit. 2)have stacking penalty not apply, in event we ever get infantry hardeners 3)Make it limit speed heavy's while active instead of making it heavy exclusive, so no penalty for heavy but nerfs anybody else that trys to use it. 4)Make it an active module like shield hardener, 30 seconds with 5 sec cool down, or give it an ammo supply of so many seconds active(this could be explained as Strontium Clathrates like POS invulnerable mode). 5) instead of a on/off activation, it could be a curve from 25% reduction at 100hp to 80% at 300hp damage.
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Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2012.11.02 10:24:00 -
[29] - Quote
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. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2012.11.02 13:36:00 -
[30] - Quote
I agree with whoever said it....heavies can be more effective with the use of a forge gun. Giving them a buff is just going to have a side effect that will make it impossible for other suits to defend themselves against heavies. If that's the case, they will have to buff Assault, scout, and logi suits just as much.
I don't get how heavies can complain about the fact that they can't maneuver enough against DS and tanks....you're in a kitten heavy suit!!! What do you expect? That's the price you pay for wanting to clear out an objective of assault guys at an objective and only being reduced to half armor.
CCP...leave the heavies as they are. Or, you'd have to give every other suit the exact same buff to be fair. Which wouldn't make sense....it'll be easier to just nerf the tanks. |
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Alldin Kan
Imperfects Negative-Feedback
169
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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