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DJINN Marauder
Hellstorm Inc League of Infamy
254
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Posted - 2013.01.16 23:42:00 -
[1] - Quote
Breakin Stuff wrote:iceyburnz wrote:The heavy suit feels about right in terms of armour hitpoints atm. Really not. there's no weapon that doesn't chew them up and spit them out in rapid order. heavies should be able to at least hit 1k HP total between armor and shields. At the proto level. But this doesn't happen. You can get 1 k hp total if you put proto shield extenders with lv 5 mechanics and lv4 shield control.
I know what you mean though... Base should be 1k health lol. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.17 00:29:00 -
[2] - Quote
Panoscape wrote:Last build my type 2 heavy hit 1.1K HP with mechanics V, shield control iV, two complex shield extenders and one complex armor. So, a heavy is fine when you're all the way skilled and moded up. Sure hope they don't nerf it... I'd hate to have wasted all my SP, like I did last build when I specked into small and large missile turrets. Complex armor plate on type 2? I hope that you mean complex repairer because any heavy out there would tell you putting armor plates on a heavy is wrong.
Also yes heavies are good when specced up but anything beyond b series is useless Heavies barely get better after type 2. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.17 02:45:00 -
[3] - Quote
Stinker Butt wrote:Breakin Stuff wrote:once the assault dropsuit players are running advanced dropsuits with advanced guns and advanced modules with the support skills dialled up to 11 we will be right back to where we ended last build, with heavy dropsuits being used as practice for easy AR kills, a mildly diverting activity I must say.
at low levels the heavies are ferocious against militia, standard and some advanced. at advanced, heavies absolutely shred advanced. at proto, heavies absolutely wish they hadn't wasted the ISK and SP. It's not just assaults, what about shotgun scouts with dampeners and speed boosters? or prototype lasers? And for a little while longer we get to enjoy not being OHK'd by every sniper on the map. I'm fine with it and I expect to lose some clones. I just don't want it to be worse than it is. If they are going to nerf the Type I/Type II suit, then I do hope they boost up the prototype suit a bit to make it worthy of being prototype. DUST Fiend wrote:DJINN Marauder wrote:putting armor plates on a heavy is wrong. Not if you have a dedicated healer with you I had one type A heavy suit on last build that was only used with a logi. It worked well. Yes with a pocket logi it works wonders... Almost OP. but without one... |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.17 04:35:00 -
[4] - Quote
KripnawtiQ Prime wrote:DJINN leukoplast wrote:Heavy suits don't need a nerf, the HMG does.
Heavies IMO should be the infantry based tanks to take on vehicles and take a severe beating from those vehicles. But as it is now, the HMG is just too powerful for such a high-health suit going up against other significantly weaker infantry players. Heavies ought to be mainly used against vehicles, but not much more than that. Their role against other infantry players should be very minor (only as a support role) and not nearly as effective as it is now.
The MH 82 already has the lowest DPS of every weapon in the game. Even the the officer version (the Gaston) has less than a Toxin SMG. The assault and burst equivalents even less DPS. Rate of fire marginally makes up for this due to accuracy. Yes, its a powerfull weapon when used properly. So is a shotgun on a scout suit with kinetic catalysers and profile dampners. They kill heavys all the time. We dont yell OP over it. We cuss at the t.v. and then respawn. Actually it has higher DPS. Damage per second. It has the higher because of the rof. More rof = more DPS.
I think you mean pure DPB... Damage per bullet. And it has the lowest damage simply because the HMG would be OP if it spit out 30 dmg bullets with a 2k rof. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.01.17 09:07:00 -
[5] - Quote
Breakin Stuff wrote:Stinker Butt wrote:James-5955 wrote:Huh... I've never thought of the heavies as weak in this build, I always find them extremely overwhelming unless they're militia fits. They take so much to kill and HMGs kill in an instant when in the right range and still have good range. I'm mainly an assault player but made a heavy today and capped it out on SP and after getting the type I suit I felt extremely OP lol. A bit slow, but eh, it's easy to keep within HMGs distance unless I spawn on the outskirts of a map.
Diggin it, I could get used to being a walking tank. Fuse grenades are such a hard counter that it's ridiculous though. At your level, they may be a bit OP to others in militia gear, but the point is that it wont get much better as you advance. Just wait until you're level 5 with a few skills and see which gear you're still using. So if ccp decides to "balance" us in a negative way, then they will likely not be able to serve the role that they are intended. They've essentially said that the heavy suit is going to change for balance, so I'm curious what they're thoughts are about it. I know that I just have to wait, but i'm not sure that I want to skill further into it. Heavies kill. I don't understand why that upsets so many others. If you want some extra war points, throw a repair nanohive at my feet and I'll happily fill up. think of prototype gear with proto mods as 100% efficiency. Level 1 heavy is 70% Type 2 is 85%, level 3 is 93% and the rest drops sharply from there when you consider heavies. assault get linear gains. The heavies gain very little after type 2 armor, which you need amarr heavy dropsuits at 2 for. This is about as good as the heavy game gets. Which is why I skilled for type 2 on the first day lol.
Tbh the type 2 is the most cost effective heavy suit to run. B series is great.. But it's basically the type 2 with more repping. |
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