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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
483
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Posted - 2013.03.07 21:54:00 -
[1] - Quote
Crims0n's cruisin' for a ban...
Anyway, on to topic:
Yeas, the proto suit heavies got shafted.
The Damage mods need to be fixed.
Beyond that, I'm hesitant to call for any nerfs/buffs since we don't know how fixing the damage modules will affect the overall gameplay. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
483
|
Posted - 2013.03.07 21:56:00 -
[2] - Quote
Icy Tiger wrote:If you're doing bad as a Heavy you should be sorry for yourself. Heavy's are the killers of the game. Most Heavy's can go 20+-4 and that's how they make their money. Heavy's can also destroy most LAV's with their HMG's, and the range on HMG's is ridiculous. Also, Heavy's provide extreme suppression, and when paired with a Logi completely dominate. Anyone can go 20+.
I've gone 20+ as a logi with a militia shotgun. I went 34 plus as a logi with an AR too.
Proto heavy suits are buggered big time, they need a fix and we need more suits that aren't so dedicated to shield tanking. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
483
|
Posted - 2013.03.07 22:03:00 -
[3] - Quote
Mark Burkhart wrote:The only reasion i say this is because there are assault guys in the corp that can take there proto suit and put 500 shields and like 300 armor and there should NEVER be that close of a stat merge. i know the heavy has been neffed to make all the randoms happy but when i cant even go 1v1 anymore with a AR i gotta look back and say wtf an AR can 1v1 me now makeing my heavy kinda useless
This is exactly the problem.
Suits with such high slot counts like the Assault and Logistics are able to tank the hell out of their suits while the heavy sits at an almost static HP count. It almost completely negates the HP advantage the Heavy is supposed to give you, which means the only difference between the suits comes down to mobility, where the Assault and Logistics will win every time.
Eventually, the proto heavies will only be useful in corp matches for their forge guns since rolling HMG will just get you torn up. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
483
|
Posted - 2013.03.07 22:06:00 -
[4] - Quote
GM Vegas wrote:Cleared the thread of all the non sense posts. Please keep it clean guys. Discussions don't always have to turn nasty! You are on top of things today man. GG.
Trevor K wrote:At least give us an equipment slot for nanohives at proto, jeesh! That's a bad idea. Heavies are meant to be reliant on their team while providing distraction and fire support. If you get rid of that reliance, then you make the Rambo class, and we already have enough people doing that with Assault right now. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
483
|
Posted - 2013.03.07 22:47:00 -
[5] - Quote
Disturbingly Bored wrote:Jotun Hiem wrote:since we don't know how fixing the damage modules will affect the overall gameplay. Honestly? Damage mods are fine. . +65% damage (once you add in Weaponry V and Proficiency) is not okay.
On anything.
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Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
484
|
Posted - 2013.03.08 09:27:00 -
[6] - Quote
Laurent Cazaderon wrote:Another explanation to this so called "Heavies are UP now QQ" is the fact that most you heavies have gone to SHIELD heavies so you can run faster and thought you would become even more godly when in fact, you just shot yourself in the foot as AR\LR do more damage against shield than armor. And then you complain about being taken down too quickly ? LMFAO If you're going to call out other people for being unintelligent, then the least you could do is run some fact-checking.
The AR does hybrid damage, which means it does not deal increased damage to shields. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
488
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Posted - 2013.03.08 18:40:00 -
[7] - Quote
Disturbingly Bored wrote:Jotun Hiem wrote:If you're going to call out other people for being unintelligent, then the least you could do is run some fact-checking.
The AR does hybrid damage, which means it does not deal increased damage to shields. Jotun, not intending to pick on you man. But the AR does indeed do more damage to shields. 110% damage to shields, 90% damage to armor. It's easy to check in game. Next time you spawn with an AR next to friendlies, just aim at them. You'll see the efficiency rating is 110%. Takes a bit more work to verify the armor modifier, but keep your eyes open at teammate health in between salvos and you can check it. Tank turret modifiers are the hardest thing to check at the moment...something about the efficiency display for them is borked so that it usually shows 0%, even if they're tearing up a fool. Really?
Hm. I guess the info thread that CCP posted is dated. I wonder when they changed it. |
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