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Kiiran-B
Seraphim Initiative. CRONOS.
46
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Posted - 2013.01.17 05:06:00 -
[1] - Quote
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.
I agree. I say give heavies double armor half range.
EDIT: They would need to be limited to HMG and forge gun though. |
Kiiran-B
Seraphim Initiative. CRONOS.
46
|
Posted - 2013.01.17 05:18:00 -
[2] - Quote
Breakin Stuff wrote:no. double armor half range wouldn't solve the problem. it'd simply make them more ineffective.
Not for the point he made. Withstand more damage from vehicles and infantry fire but prevents them from killing from long range. My experiences from heavies so far is that they shoot for long distances and kill me as I retreat. |
Kiiran-B
Seraphim Initiative. CRONOS.
46
|
Posted - 2013.01.17 05:36:00 -
[3] - Quote
Breakin Stuff wrote:you run from heavies by bolting behind cover. If I had a nickel for every person who complained about HMGs being overpowered and a dime for every time I've seen a heavy absolutely annihilate everyone on the field, I'd Have a 10-1 ratio of nickels to dimes.
How is a class that requires 50% more expensive in SP and 400% as expensive per fit in ISK being dangerous on the field and capable of doing significant destruction unfair? Heavies must pay very dearly in order to be effective. Because in three weeks from now we're going to see heavies absolutely get their asses used as everyone's punch dummy. Unless they stay with two specific suits. In which case they break even.
If you nerf heavies further, the SP cost and ISK cost needs to drop sharply.
I do, but that scenario isn't always the present one. I don't think they're OP, just that the range is a bit high.
I never said it was unfair.
Who said anything about nerfing them? My idea doubles their HP and makes them more effective at close range. If anything surely I'm balancing them. HMG is supposed to be a close range weapon, used to hold defensive points (or attack them) while being effective against infantry.
It just seems a bit pointless that most of the time they come out of a mid range fire fight killing the enemy but is left with hardly any health. |
Kiiran-B
Seraphim Initiative. CRONOS.
46
|
Posted - 2013.01.17 14:35:00 -
[4] - Quote
Laurent Cazaderon wrote:Drommy Hood wrote:If anything they need a boost. My hmg vs standard assault rifle at say 50m and even with my superior Hp and my aurum gun I can still go down first if neither of us are missing shots A boost ? cut the crap. At 50m, your HMG shouldnt be accurate... HMG range has already been boosted way too much since codex. Or at least the accuracy\range ratio. In fact, the specificity of the HMG that required the HMG to fire shots and get accurate over time is now gone. And that's just bad.
The range is too high, I agree, but they're also not really in the position they're meant to be.
They should have HP buffed but they won't, because they can use every other weapon. A buffed heavy with a laser rifle will be called OP. Just limit them to forge and HMG and take away half of HMG range, or allow assault to carry LMG's. <<< (not being serious)
They won't get a buff. Maybe a lower price. |
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