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Chaffe97
R.I.f.t
4
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Posted - 2013.02.10 22:59:00 -
[1] - Quote
To start out with, I'm not claiming I know everything there is to know about this game (only playing for about 2 weeks), nor am I trying to complain about a certain aspect and wishing for a nerf. Also, there very well may be a much simpler solution than I am about to propose, so I'd appreciate no rude comments for me simple being unaware of common knowledge (searched for a topic but didn't find anything relating to my idea).
Getting back to the topic, I've begun to notice a higher amount of heavies in the matches I've played. Normally you simply adapt and find a way around the problem. My strategy is to either flank or avoid when facing heavies head on as I usually play an assualt dropsuit. Because of their attributes, if I turn a corner and one is facing me, I definitely should expect to be dead or lose most of my health. But what I see as a problem is when I approach one unaware of me. Usually I try to surprise heavies near an objective if I can and hit them from behind, yet it pretty much takes a whole clip to the back of the head to completely fall one, and that's if he's a bad player who didn't move. So on most occasions, the player turns around and the situation either ends with me dead or a lot more shields and armor gone than I expected.
I don't really believe this is a huge issue, but I do believe that the game might benefit from changing the way heavies recieve damage. I started thinking, what if heavies recieved much more damage when hit from behind? Then I thought maybe the damage they recieved could be based on the angle from which they're hit. For example, a heavy could have higher damage protection (even than now) 160 degrees in front of them. Twenty degrees on each side, that damage protection was less, maybe to the level of an assualt. Last, for the 160 degrees behind them, they recieved damage comparable to a scout. I know the reason it takes so long to kill a heavy is because they have so much hp, I'm just trying to compare shooting them at different angles to how long it takes to kill a different class. So to end, they maintain the same hp but recieve more or less damage at different angles.
With a change like this, I hope heavies would be played more like they should be. Instead of simply seeing them in all areas of the battlefield, you would see more defending objectives or advancing an attack while trying to keep everyone in front of them.
TL:DR Change heavies to recieve more damage from behind, encouraging flanking and smarter play on the part of smaller classes and discouraging heavies from roaming everywhere without too much fear of ambush |
Chaffe97
R.I.f.t
4
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Posted - 2013.02.10 23:18:00 -
[2] - Quote
Tarsious Jones wrote:Full Metal Kitten wrote:Would be cool if kill points scaled with the amount of damage inflicted. I actually like this idea! I think the issue atm is that ppl running militia gear feel underpowered when facing a heavy with higher tech gear, and more sp invested in passive armor/shield/dmg skills. This game is based in the EVE universe, a ruthless place where better gear and skills DO count for something. A millitia rifle SHOULD take more than a clip to kill a prototype heavy dropsuit, with enhancers and passives.
I agree with a militia weapon taking more to kill an experience heavy (although I wasn't using militia gear). My point is that even when you get the jump on someone in a heavy jumpsuit, you feel like you're at a disadvantage. I also like Tarsious Jones idea, sort of like Mass Effect 3. |
Chaffe97
R.I.f.t
4
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Posted - 2013.02.10 23:21:00 -
[3] - Quote
Brigitte Newt wrote:I dont see a problem with heavies and their longevity. We do die, and we will die even more often as players get their better dropsuits and modules, since heavies have worst adv/proto dropsuits.
As for taking more damage from behind, if that should be implemented, then it should be for all.
I didn't add that I thought this change should be implemented everywhere. Have assaults experience the same change but at a less severe amount, and change scout and logistics to have higher damage protection from behind, less in front. |
Chaffe97
R.I.f.t
4
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Posted - 2013.02.11 01:28:00 -
[4] - Quote
Lance 2ballzStrong wrote:People really need to stfu about heavies getting "fixed".
You propose taking more dmg from behind...really? It's not enough for you that heavies have the slowest movement, AND the biggest hitbox after a tank?
You want to nerf a suit that's already almost useless. People judge stuff based on public games. Of course noobs gonna get run over by heavies in CQC situations...what do you expect?
The only thing they need to "fix" about heavies is the uselessness of the Proto suits. They're WAY too expensive for what you're getting.
You obviously didn't get the context of my post along with several others in their replies. I put fix in quotations for a reason, and I also stated I wasn't complaing about heavies needing a nerf. I was suggesting the idea of damage based on the angle of the recieving shot with heavies as the example. I replied in another user's post that the same could be applied to all dropsuits in hopes that perhaps people would be more inclined to play the way the dropsuits are most efficient. |
Chaffe97
R.I.f.t
4
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Posted - 2013.02.11 01:51:00 -
[5] - Quote
Lance 2ballzStrong wrote:Chaffe97 wrote:Lance 2ballzStrong wrote:People really need to stfu about heavies getting "fixed".
You propose taking more dmg from behind...really? It's not enough for you that heavies have the slowest movement, AND the biggest hitbox after a tank?
You want to nerf a suit that's already almost useless. People judge stuff based on public games. Of course noobs gonna get run over by heavies in CQC situations...what do you expect?
The only thing they need to "fix" about heavies is the uselessness of the Proto suits. They're WAY too expensive for what you're getting. You obviously didn't get the context of my post along with several others in their replies. I put fix in quotations for a reason, and I also stated I wasn't complaing about heavies needing a nerf. I was suggesting the idea of damage based on the angle of the recieving shot with heavies as the example. I replied in another user's post that the same could be applied to all dropsuits in hopes that perhaps people would be more inclined to play the way the dropsuits are most efficient. You didn't read your title did you? Your title clearly states heavies. Maybe you're new here, but I've been in closed beta for quite a few months, and it's been nothing but QQ over heavies. So I really don't care if you have an idea for other suits, but leave heavies out of any more "fixes" or nerfs. Next time put "how to fix dropsuits" and THEN include a heavy as an example. Don't think you understand when the class you play, and invest hours of SP into, is constantly being cried over, when the people that ACTUALLY play the class knows it's no walk in the park. I'm still waiting for the people who say "Heavies are easy mode and are OP" to post their 100-0 games.
Well I apologize for using the word "heavies" in my titles because I knew that would attract the most attention and believed my idea had the most impact on the class. Also I'm allowed to have an opinion, so please don't command me to "leave heavies out of any more 'fixes' or nerfs." You're entitled to your view on the situation, but so is everyone else, especially when they're respectful and trying to apply constructive criticism. |
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