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Tmills6
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2013.01.21 05:16:00 -
[1] - Quote
Now before everyone rages on me I'd like to say I'm not going to be playing heavy as I'm a die hard Rail Tanker even after the nerf hammer.
As a tanker with shield upgrades and a non-militia tank you can imagine I don't have much skill points in not being in a tank stuff. I run a Raven suit with an "Exile" assault rifle militia damage mods and some militia armor reps. I often beat heavies in 1 vs 1 using tactics and learning how to strafe (and not to ads) and I am far from having decent gun game.
Now remember the heavy has 100-150 shields normally so all his tank is in armor. Now remember he has 600-900 armor depending on skills and modules. ok so yes most of you are going 600-900 armor?!?!? but most of the time a decent lone assault will do 300-600 damage to the heavy so that leaves the heavy with around 1/2 armor and odds are he will lose the next 1 vs 1 because the armor reps only heals 2-5 hp per sec thats a good 2-3 min where the heavy is extreamly vulnerable.
I would like to see either a small buff to armor rep modules or a small hp upgrade (50-75) to the higher tier heavies and maybe an extra low slot for a proto suit, the standard and militia are about as perfect as they can be.
Also if there is to be a debate about OPness please move on to mass drivers and lazorz where it is actually a close contest between OP and not OP(and please do it on a diff thread)
This is just my opinion and I welcome everyone but DJINN leukoplastt to give me their feedback. I don't like calling for buffs or nerfs but I just thought with all the heavy hate on the forums I'd share my experiences with heavies.
just to finish up I read on another thread about there not being any heavy buff recently only some AR nerfs. remember a month or two ago where there weren't very many heavies around yeah they didn't get a buff to make them stronger.
EDIT: people made good points about added armor regen so I have changed my mind and am retracting that |
Paran Tadec
Imperfects Negative-Feedback
904
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Posted - 2013.01.21 08:21:00 -
[2] - Quote
Logi repair guns just need a boost, otherwise it takes forever to heal a heavy. |
I-Shayz-I
ZionTCD Legacy Rising
172
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Posted - 2013.01.21 08:27:00 -
[3] - Quote
Heavies would be better off using something like a sprint module instead of armor or armor regen.
Why? The faster the heavy is, the faster the heavy can get back to cover or run away from someone. Logistics players are where the armor regen should come from. If Heavies were able to repair up their armor quickly by themselves they would be able to scout out on their own without any help from their teammates.
Besides, armor repair is best used for players that duck behind cover as soon as their shields go down, or players that usually stick behind the rest of the team to provide cover fire. The role of the heavy is to stay out in front and take the bullets while the logistics players hide behind and heal and the assaults provide cover fire.
but that's just me I guess.
Paran Tadec wrote:Logi repair guns just need a boost, otherwise it takes forever to heal a heavy.
Maybe if you're using militia?
Don't the proto repair tools heal an upwards of 40ish per second? Most of them able to heal multiple targets at once? |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.21 09:01:00 -
[4] - Quote
No to both. Heavies are quite durable as-is. The repair issue plays into their lack of an equipment slot. Heavies are meant to be sort of reliant upon team mates. They can't drop their own nano hives, they need someone to repair their armor for them as the armor repairers are sort of slow when you have that much armor, and they don't really have very good mid-range firepower. |
G Torq
ALTA B2O
88
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Posted - 2013.01.21 09:54:00 -
[5] - Quote
Paran Tadec wrote:Logi repair guns just need a boost, otherwise it takes forever to heal a heavy.
No, you risk getting to the point where 1-2 logis can counteract most damage done to a player while repairing.
Am already seeing people who, when noticing that I'm repairing them, run into a hail of bullets; when they do that, I want them to die, not become insta-rambo. (note: I'll keep the beam on them, just in case, but I expect them to die ...) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2013.01.21 10:09:00 -
[6] - Quote
More HP for heavies ? Or more efficient self repair ? Another low slot ?
Come on.... A decent logi with a few repair tool skills can fully heal a heavy in less than a minute... If heavies suddenly become self reliable for repairing their armor at a high rate, it's over for any other infantry unit.
And mass driver\laser OP ? Sorry but i still feel that i have way more possibilities against a laser\MD than a heavy\HMG from which i can hardly run away from due to the insta-hit massive damage max accuracy of the HMG's first bullets even at 20-25m. |
Sylwester Dziewiecki
BetaMax.
33
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Posted - 2013.01.21 11:27:00 -
[7] - Quote
I run as Heavy since May now, and I think that present self-armor repairing modules are meant for Logistics and Assult classes, if we boost them they will be immortal. As Heavy it's more wise to use green biotics, or armor plates to extend armor buffer. Best way to fix Heavy is to use Gallente LLAV on him(150hp/sec. so in 6 second Heavy have full AP - driver can lock you from 15meters and fix you from 150meters, he usually get 2x75WP for it - beside that he can lock 2 targets with that module). Second way is to use 2 Logistics with RT - it takes 12-15 sec. for them, with pro-RT.
I think that what Heavy need is passive skill that grants +1 or 2% armor resistance and armor bonus per Heavy Amarr skill level, that and suit's better than Type-II need some changes because they are underpower compared to other classes. |
trollolollo man
Maphia Clan Corporation CRONOS.
24
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Posted - 2013.01.21 14:42:00 -
[8] - Quote
im ok with nerf of the hp of the haevy but what about for a armor hardeness modules like tank? less hp but better armor resistance |
Tmills6
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2013.01.21 18:27:00 -
[9] - Quote
Laurent Cazaderon wrote:More HP for heavies ? Or more efficient self repair ? Another low slot ? Come on.... A decent logi with a few repair tool skills can fully heal a heavy in less than a minute... If heavies suddenly become self reliable for repairing their armor at a high rate, it's over for any other infantry unit. And mass driver\laser OP ? Sorry but i still feel that i have way more possibilities against a laser\MD than a heavy\HMG from which i can hardly run away from due to the insta-hit massive damage max accuracy of the HMG's first bullets even at 20-25m.
ok I see your points about self repair now...I think I'll retract that.... but I still think the high end heavies need small buffs to them because going above standard and advanced is not really worth it. I think an extra low slot for proto would be a nice incentive and/or an extra couple bullets worth of hp for advanced and proto. from what I remember the standard heavy has as many slots as a proto heavy and the proto heavy only has an extra 100 hp or so.. I'll loggin in an hour or so and check... but it costs another 200k isk for that. proto assault get extra slots and another equip slot as do scouts.... I still think proto heavies need something more then they have. but yes from my exp mass drivers and lazorz are harder to take out then heavies(again a discussion for another thread)
Also the HMG's first bullets would not hit you at 20-25m it would take a sec or two to wind up. maybe I need to make an alt and retest heavies since before the wipe there were no problems with heavies being over powered before.(ninja buffs maybe) |
Omega FFV
What The French
14
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Posted - 2013.01.21 19:04:00 -
[10] - Quote
Tmills6 wrote:Laurent Cazaderon wrote:More HP for heavies ? Or more efficient self repair ? Another low slot ? Come on.... A decent logi with a few repair tool skills can fully heal a heavy in less than a minute... If heavies suddenly become self reliable for repairing their armor at a high rate, it's over for any other infantry unit. And mass driver\laser OP ? Sorry but i still feel that i have way more possibilities against a laser\MD than a heavy\HMG from which i can hardly run away from due to the insta-hit massive damage max accuracy of the HMG's first bullets even at 20-25m. ok I see your points about self repair now...I think I'll retract that.... but I still think the high end heavies need small buffs to them because going above standard and advanced is not really worth it. I think an extra low slot for proto would be a nice incentive and/or an extra couple bullets worth of hp for advanced and proto. from what I remember the standard heavy has as many slots as a proto heavy and the proto heavy only has an extra 100 hp or so.. I'll loggin in an hour or so and check... but it costs another 200k isk for that. proto assault get extra slots and another equip slot as do scouts.... I still think proto heavies need something more then they have. but yes from my exp mass drivers and lazorz are harder to take out then heavies(again a discussion for another thread) Also the HMG's first bullets would not hit you at 20-25m it would take a sec or two to wind up. maybe I need to make an alt and retest heavies since before the wipe there were no problems with heavies being over powered before.(ninja buffs maybe)
Also, heavies got a type II armor which is more reliable than a type I full armor, balanced between shield(base 320) and armor (base +-450) and a shield regen slightly better than an assault (25.5 instead of 15 for the regular heavy). ^^
The only thing I don't like for the heavy, it is the Vk1 heavy armor that cost 246k ISK, it cost too much for what you can get (3high slots and 2 low slots), and once well fitted can easily cost around or more than 500k ISK.
I am not against a proto heavy expensive, but I think it should be 100k-110k less than the price fixed now. |
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Tmills6
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2013.01.22 04:22:00 -
[11] - Quote
Omega FFV wrote:Also, heavies got a type II armor which is more reliable than a type I full armor, balanced between shield(base 320) and armor (base +-450) and a shield regen slightly better than an assault (25.5 instead of 15 for the regular heavy). ^^ The only thing I don't like for the heavy, it is the Vk1 heavy armor that cost 246k ISK, it cost too much for what you can get (3high slots and 2 low slots), and once well fitted can easily cost around or more than 500k ISK. I am not against a proto heavy expensive, but I think it should be 100k-110k less than the price fixed now.
oh yeah they made the type 2 up to proto now.... but that doesn't change my numbers very much as I check earlier proto has 1 extra high slot then the standard and 0 extra low slots and 0 hp difference for an extra 200k+ isk these are the suits I'm calling for a buff on not the ones people are currently using. can we get some people to speculate numbers for small buffs to those suits? I'm thinking around 60hp bonus for advanced an additional 60hp for proto and an additional low slot. I know I'd pay that extra isk for those.(the 60 hp for type II suits would be split between armor and shields) |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.22 05:00:00 -
[12] - Quote
I've been after this for awhile in the effort to balance offense to defense, but more for all suits than just hoovs, although he does need it the most. Maybe they want to give him better resistances for when they decide to say 'yea, there are damage types, we lied about them not existing here', but until then a bit more HP would be a nice fix. A standard AR does what, 30 damage a shot? 20? And was it 60 shots a clip? |
Tmills6
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2013.01.22 16:18:00 -
[13] - Quote
Zero Harpuia wrote:I've been after this for awhile in the effort to balance offense to defense, but more for all suits than just hoovs, although he does need it the most. Maybe they want to give him better resistances for when they decide to say 'yea, there are damage types, we lied about them not existing here', but until then a bit more HP would be a nice fix. A standard AR does what, 30 damage a shot? 20? And was it 60 shots a clip?
standard does 31 per shot with 60 in a clip |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.22 18:10:00 -
[14] - Quote
Tmills6 wrote:Zero Harpuia wrote:I've been after this for awhile in the effort to balance offense to defense, but more for all suits than just hoovs, although he does need it the most. Maybe they want to give him better resistances for when they decide to say 'yea, there are damage types, we lied about them not existing here', but until then a bit more HP would be a nice fix. A standard AR does what, 30 damage a shot? 20? And was it 60 shots a clip? standard does 31 per shot with 60 in a clip
So it takes half a clip to down a heavy, and 3 more shots for each decent armor plate. So what's a few more HP here or there people? |
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