Pages: 1 2 3 [4] 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Logi Bro
ZionTCD Legacy Rising
890
|
Posted - 2013.03.07 23:55:00 -
[91] - Quote
Baal Omniscient wrote: Vk.0: 3 high 5 low Vk.1: 4 high, 3 low
I know this must of been a typo, since the maximum amount of mod slots is four, and five is quite impossible, unless you are diving an HAV. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
284
|
Posted - 2013.03.08 00:01:00 -
[92] - Quote
Logi Bro wrote:Baal Omniscient wrote: Vk.0: 3 high 5 low Vk.1: 4 high, 3 low
I know this must of been a typo, since the maximum amount of mod slots is four, and five is quite impossible, unless you are diving an HAV. Vehicles can do it, so I see no reason why CCP can't recode the dropsuits to do the same. It's the same basic setup, just with a different base for it.
Not a typo, I just asked CCP to code something. Mighty brave of me, eh? |
Re-FLeX
Internal Error. Negative-Feedback
158
|
Posted - 2013.03.08 00:12:00 -
[93] - Quote
Lol a 4 high, 3 low or 3 high, 4 low setup with 5% shield and armor increase is way to much asked for. Giving the heavy suit 3 high, 3 low setup with a decrease in cost for the VK1 is more acceptable, but if they do this they need to give scouts either a 3 high 4 low setup or a speed increase.
Since we are talking about suits why does the heavy VK1 have the racial attributes of a Caldari suit? isnt amarr supposed to be armor specialized? Also why is the caldari variant of a scout suit so TERRIBAD? |
John Xulu
Tritan-Industries Legacy Rising
7
|
Posted - 2013.03.08 00:24:00 -
[94] - Quote
If you want CCP to buff the heavy you may want to put a request in the Request/Feedback section. |
Altina McAlterson
TRUE TEA BAGGERS
383
|
Posted - 2013.03.08 00:27:00 -
[95] - Quote
At this point I'd say we need more varied maps to be able to say if Heavies need a buff or not. Even with everyone running all the advanced gear the Heavy is still the superior class for what it does, CQC and defending a position. The problem is there is not enough of either of those on these maps so any decision should probably wait until we have more diverse gameplay to judge by.
However, if you asked me right now what I think I'd say the heavies get the biggest screw job in the game and will do nothing but become more and more difficult to run as your main class.
Moving over to assault was a decision I resisted for way too long and really made me hate this game. Then they changed AR's and I started running heavy again from time to time but I still saw how quickly they were being outclassed by everyone else. That's why they're still just a secondary for me, which sucks since they are so much damn fun to use. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
284
|
Posted - 2013.03.08 00:28:00 -
[96] - Quote
Re-FLeX wrote:Lol a 4 high, 3 low or 3 high, 4 low setup with 5% shield and armor increase is way to much asked for. Giving the heavy suit 3 high, 3 low setup with a decrease in cost for the VK1 is more acceptable, but if they do this they need to give scouts either a 3 high 4 low setup or a speed increase.
Since we are talking about suits why does the heavy VK1 have the racial attributes of a Caldari suit? isnt amarr supposed to be armor specialized? Also why is the caldari variant of a scout suit so TERRIBAD? We were discussing heavy suits, I never said I wouldn't be for screwing with other suits as well. Just sticking to the thread topic.
As for for the Vk.1, it's the same for all shield variants. There is an armor Caldari assault suit as well, and the shield variant of the scout is the Type-1 versions for some weird reason. Also, since all current scout suits are under the Gallente Scout heading, the Type-II scout suits are still considered Gallente. As for why they are the way they are, it's pretty much a full on hack/support scout suit.. You get some reduced stats in return for an extra equipment slot. It's perfect for scouts who want to carry both ammo and a repair tool for their heavy squadmates. Now as for why they didn't make a more useful Type-II variant, I do not know. Not within the realm of ken.
Edit: And as for the increases to the heavy suit. These increases are to balance them with the rest. The heavy suit is the only suit that has to rely on a single weapon to be decent at it's job (cqc). So buff the suit, adjust the weapon, and it will be better at surviving, and allow it to have a chance with other weapons |
zeek1227 zeek1227
Blitzkrieg Co.
174
|
Posted - 2013.03.08 00:43:00 -
[97] - Quote
4447 wrote:The game has come to be play to win because of the cost of money items to ISK items. I can't compete because of it would cost me more ISK to go Proto and i would go bankrupt. The best i can do is advance and if i loss 3 suits a game i'm losing money.
I would put money into the game but, theres nothing to buy at this point of time...
Coming to my point i've notice that my heavy is becoming less useful in battle. I use to be able to take 2 to 3 people before i die and now it's hopefully one,Now it's not all the time but it is shafting to my heavy being useless.
I want to compete CCP but this game is not letting me.
My next point CCP, The next update is in april and i feel it's to late for me because of the **** ups and the pleasing ever reporter , that your fan base for the game is stasis. CCP you have all these great games out that for ideas and you've used nothing from them and that's a free resource. I feel that your game that you show off in adverts are the future of the game but the future for your game is't this year maybe in 10 years.
HMG needs a buff.
lol people are getting better. calm down just cuz you died doesn't mean everything you use needs buffed an everything they use needs nerfed |
DJINN Marauder
Hellstorm Inc League of Infamy
279
|
Posted - 2013.03.08 00:44:00 -
[98] - Quote
Zahle Undt wrote:Sorry, I gotta agree with the guy who said basing balance issues off of pub matches is a foolish way to go about things. Especially the 1 v 1 situations. This is a team game. 4447 I would say you shouldn't pull out your good gear unless you have a trusted logi with you. Also, if you are at proto suits already, I am going to guess you are lower in some of the passive skills.
I don't play heavies so maybe the proto suits do need a little help, but you gotta remember that with the other classes shields and armor don't go up with the suits, one only gets more cpu, pg, and slots. Heavies get increased armor or shields as they go up in level.
If heavy players feel this isn't fair, then maybe we should make them like the other classes where shields/armor stay the same and you get increasing slots, pg, and cpu.
People are mentioning how an assault or logi can get armor or shields near a heavy and thats true, but to do so one has to sacrifice damage, recharge rate of armor and/or shields, and speed. That makes it players choice, give heavies the same choices.
4447 I would say you shouldn't pull out your good gear unless you have a trusted logi with you. Also, if you are at proto suits already, I am going to guess you are lower in some of the passive skills. If there isn't a Zion logi to roll with and I'm on I'll run logi for you, I'm pretty good at taking care of my fatties ;) Heavies don't get increased armor or shields as they go up a level.. They have the same base health like every other suit.
However to make higher tier heavy suits more viable, they should bring that back. |
Sloth9230
Reaper Galactic
336
|
Posted - 2013.03.08 00:46:00 -
[99] - Quote
zeek1227 zeek1227 wrote: lol people are getting better. calm down just cuz you died doesn't mean everything you use needs buffed an everything they use needs nerfed
Proto heavy has always needed a buff, regardless of other players skill levels. I mean just look at it, it's poo. Hell, even 3/3 slots would be greatly appreciated. |
BobThe843CakeMan
BurgezzE.T.F Orion Empire
139
|
Posted - 2013.03.08 00:49:00 -
[100] - Quote
DJINN Marauder wrote:Zahle Undt wrote:Sorry, I gotta agree with the guy who said basing balance issues off of pub matches is a foolish way to go about things. Especially the 1 v 1 situations. This is a team game. 4447 I would say you shouldn't pull out your good gear unless you have a trusted logi with you. Also, if you are at proto suits already, I am going to guess you are lower in some of the passive skills.
I don't play heavies so maybe the proto suits do need a little help, but you gotta remember that with the other classes shields and armor don't go up with the suits, one only gets more cpu, pg, and slots. Heavies get increased armor or shields as they go up in level.
If heavy players feel this isn't fair, then maybe we should make them like the other classes where shields/armor stay the same and you get increasing slots, pg, and cpu.
People are mentioning how an assault or logi can get armor or shields near a heavy and thats true, but to do so one has to sacrifice damage, recharge rate of armor and/or shields, and speed. That makes it players choice, give heavies the same choices.
4447 I would say you shouldn't pull out your good gear unless you have a trusted logi with you. Also, if you are at proto suits already, I am going to guess you are lower in some of the passive skills. If there isn't a Zion logi to roll with and I'm on I'll run logi for you, I'm pretty good at taking care of my fatties ;) Heavies don't get increased armor or shields as they go up a level.. They have the same base health like every other suit. However to make higher tier heavy suits more viable, they should bring that back. well theres one base health change from milita to standard but thts it. i agree with proto suits having module slots. :D. |
|
DJINN Marauder
Hellstorm Inc League of Infamy
279
|
Posted - 2013.03.08 00:51:00 -
[101] - Quote
BobThe843CakeMan wrote: well theres one base health change from milita to standard but thts it. i agree with proto suits having module slots. :D.
Militia heavy is worse than militia scout! |
Happy Violentime
Algintal Core Gallente Federation
9
|
Posted - 2013.03.08 00:52:00 -
[102] - Quote
*** SURPRISE!!!!!! ***
errrrrr...... Oh! It isn't is it? You were playing in CB so you knew this was coming as we've been on the same build for 5 months :)
4447 wrote:The game has come to be play to win because of the cost of money items to ISK items. I can't compete because of it would cost me more ISK to go Proto and i would go bankrupt. The best i can do is advance and if i loss 3 suits a game i'm losing money.
*boo, hoo*
Assault full proto fit is in the region of 190,000 Assault advanced is 110,000
they lose 3 suits they're losing money.
And I would guess same for most classes -- so what makes the heavy so special that you think it should be affordable for you to run full proto fit 'ALL DAY, EVERY DAY'?
The problem is, you die too much because for the last 2 months you've had it easy against weaker suit's/weapons and less experienced players - YOU had this coming, now GET GOOD! |
DJINN Marauder
Hellstorm Inc League of Infamy
279
|
Posted - 2013.03.08 00:57:00 -
[103] - Quote
Happy Violentime wrote:*** SURPRISE!!!!!! *** errrrrr...... Oh! It isn't is it? You were playing in CB so you knew this was coming as we've been on the same build for 5 months :) 4447 wrote:The game has come to be play to win because of the cost of money items to ISK items. I can't compete because of it would cost me more ISK to go Proto and i would go bankrupt. The best i can do is advance and if i loss 3 suits a game i'm losing money. *boo, hoo* Assault full proto fit is in the region of 190,000 Assault advanced is 110,000 they lose 3 suits they're losing money. And I would guess same for most classes -- so what makes the heavy so special that you think it should be affordable for you to run full proto fit 'ALL DAY, EVERY DAY'? The problem is, you die too much because for the last 2 months you've had it easy against weaker suit's/weapons and less experienced players - YOU had this coming, now GET GOOD! Proto vk.1 ALONE is 250k. Full proto is like 400k +
|
Icy Tiger
Universal Allies Inc.
1066
|
Posted - 2013.03.08 00:59:00 -
[104] - Quote
Suit specializations are hopefully coming relatively soon, we probably won't even have to worry about this. |
Sloth9230
Reaper Galactic
336
|
Posted - 2013.03.08 00:59:00 -
[105] - Quote
Happy Violentime wrote: Assault full proto fit is in the region of 190,000 Assault advanced is 110,000
Full proto fit, A proto heavy suit by itself costs more than that. |
Lance 2ballzStrong
SyNergy Gaming
727
|
Posted - 2013.03.08 01:11:00 -
[106] - Quote
Sloth9230 wrote:Happy Violentime wrote: Assault full proto fit is in the region of 190,000 Assault advanced is 110,000
Full proto fit, A proto heavy suit by itself costs more than that.
lol
Proto suit 245k ISK |
Disturbingly Bored
Universal Allies Inc.
123
|
Posted - 2013.03.08 01:13:00 -
[107] - Quote
Logi Bro wrote: I'm not sure that you did do the math.
The feeling is mutual, but for the sake of SCIENCE! I'll keep it civil and walk you through it.
Your example is a disembodied AR shooting at disembodied shields. You can't equip a damage mod without giving up the slot for something else, like shields.
In game it comes down to your fit + SP + player skill VS his fit + SP + player skill. We'll have to assume SP is equal or else the hypotheticals get out of control. And player skill is most important, but it's also the most highly variable, so we have to factor it out.
For the sake of example let's compare two suits.
Both have: Assault Vk.1: 225 Shields, 105 Armor base Duvolle Assault Rifle: 34.1 Damage, 750 RPM, 426.25 DPS Lows: 1 armor rep of equal quality, 2x 87HP plates
One guy has 4x Complex Damage mods at 1.1x multiplier each, the other has Complex Extenders, at +66 Shield HP each.
Both have max Weaponry, AR Spec, armor, and shield skills. AR does 110% damage to shields, 90% damage to armor.
Damage mod guy final stats: Shield HP: 281.25 Armor HP: 305.25 DPS: 789.45 (base*1.1 weaponry*1.15 spec*1.1*1.1*1.1*1.1mods)
Shield mod guy final stats: Shield HP: 545.25 Armor HP: 305.25 DPS: 539.20 (base*1.1 weaponry*1.15 spec)
Damage mod guy kills shield guy in 1.058s. Shield guy kills damage mod guy in 0.904s.
TLDR: Shield mods win. |
Sloth9230
Reaper Galactic
336
|
Posted - 2013.03.08 01:15:00 -
[108] - Quote
Lance 2ballzStrong wrote:Sloth9230 wrote:Happy Violentime wrote: Assault full proto fit is in the region of 190,000 Assault advanced is 110,000
Full proto fit, A proto heavy suit by itself costs more than that. lol Proto suit 245k ISK What's so funny? |
Lance 2ballzStrong
SyNergy Gaming
727
|
Posted - 2013.03.08 01:17:00 -
[109] - Quote
Sloth9230 wrote:Lance 2ballzStrong wrote:Sloth9230 wrote:Happy Violentime wrote: Assault full proto fit is in the region of 190,000 Assault advanced is 110,000
Full proto fit, A proto heavy suit by itself costs more than that. lol Proto suit 245k ISK What's so funny?
the price for the suit alone... I might be the only heavy that finds this funny though... then again I think heavies are slowly becoming a joke anyway. |
Lance 2ballzStrong
SyNergy Gaming
727
|
Posted - 2013.03.08 01:20:00 -
[110] - Quote
Disturbingly Bored wrote:Logi Bro wrote: I'm not sure that you did do the math.
The feeling is mutual, but for the sake of SCIENCE! I'll keep it civil and walk you through it. Your example is a disembodied AR shooting at disembodied shields. You can't equip a damage mod without giving up the slot for something else, like shields. In game it comes down to your fit + SP + player skill VS his fit + SP + player skill. We'll have to assume SP is equal or else the hypotheticals get out of control. And player skill is most important, but it's also the most highly variable, so we have to factor it out. For the sake of example let's compare two suits. Both have: Assault Vk.1: 225 Shields, 105 Armor base Duvolle Assault Rifle: 34.1 Damage, 750 RPM, 426.25 DPS Lows: 1 armor rep of equal quality, 2x 87HP plates One guy has 4x Complex Damage mods at 1.1x multiplier each, the other has Complex Extenders, at +66 Shield HP each. Both have max Weaponry, AR Spec, armor, and shield skills. AR does 110% damage to shields, 90% damage to armor. Damage mod guy final stats: Shield HP: 281.25 Armor HP: 305.25 DPS: 789.45 (base*1.1 weaponry*1.15 spec*1.1*1.1*1.1*1.1mods) Shield mod guy final stats: Shield HP: 545.25 Armor HP: 305.25 DPS: 539.20 (base*1.1 weaponry*1.15 spec) Damage mod guy kills shield guy in 1.058s. Shield guy kills damage mod guy in 0.904s. TLDR: Shield mods win.
But dmg mods have no stacking penalty as they are, therefor they're broken, and have been broken for months now. I don't know why anyone would defend something that's glitched... well maybe the people that exploit it.... my bad. |
|
DJINN Marauder
Hellstorm Inc League of Infamy
281
|
Posted - 2013.03.08 01:20:00 -
[111] - Quote
Disturbingly Bored wrote:
Damage mod guy kills shield guy in 1.058s. Shield guy kills damage mod guy in 0.904s.
TLDR: Shield mods win.
+1 for the math. I thought everyone would know by now that shields > damage mod |
ReGnUM on YOUTUBE
Shining Flame Amarr Empire
53
|
Posted - 2013.03.08 01:24:00 -
[112] - Quote
Disturbingly Bored wrote:Logi Bro wrote: I'm not sure that you did do the math.
The feeling is mutual, but for the sake of SCIENCE! I'll keep it civil and walk you through it. Your example is a disembodied AR shooting at disembodied shields. You can't equip a damage mod without giving up the slot for something else, like shields. In game it comes down to your fit + SP + player skill VS his fit + SP + player skill. We'll have to assume SP is equal or else the hypotheticals get out of control. And player skill is most important, but it's also the most highly variable, so we have to factor it out. For the sake of example let's compare two suits. Both have: Assault Vk.1: 225 Shields, 105 Armor base Duvolle Assault Rifle: 34.1 Damage, 750 RPM, 426.25 DPS Lows: 1 armor rep of equal quality, 2x 87HP plates One guy has 4x Complex Damage mods at 1.1x multiplier each, the other has Complex Extenders, at +66 Shield HP each. Both have max Weaponry, AR Spec, armor, and shield skills. AR does 110% damage to shields, 90% damage to armor. Damage mod guy final stats: Shield HP: 281.25 Armor HP: 305.25 DPS: 789.45 (base*1.1 weaponry*1.15 spec*1.1*1.1*1.1*1.1mods) Shield mod guy final stats: Shield HP: 545.2 Armor HP: 305.25 DPS: 539.20 (base*1.1 weaponry*1.15 spec) Damage mod guy kills shield guy in 1.058s. Shield guy kills damage mod guy in 0.904s. TLDR: Shield mods win.
Forgot head shots in your math |
BobThe843CakeMan
BurgezzE.T.F Orion Empire
140
|
Posted - 2013.03.08 01:27:00 -
[113] - Quote
ReGnUM on YOUTUBE wrote:Disturbingly Bored wrote:Logi Bro wrote: I'm not sure that you did do the math.
The feeling is mutual, but for the sake of SCIENCE! I'll keep it civil and walk you through it. Your example is a disembodied AR shooting at disembodied shields. You can't equip a damage mod without giving up the slot for something else, like shields. In game it comes down to your fit + SP + player skill VS his fit + SP + player skill. We'll have to assume SP is equal or else the hypotheticals get out of control. And player skill is most important, but it's also the most highly variable, so we have to factor it out. For the sake of example let's compare two suits. Both have: Assault Vk.1: 225 Shields, 105 Armor base Duvolle Assault Rifle: 34.1 Damage, 750 RPM, 426.25 DPS Lows: 1 armor rep of equal quality, 2x 87HP plates One guy has 4x Complex Damage mods at 1.1x multiplier each, the other has Complex Extenders, at +66 Shield HP each. Both have max Weaponry, AR Spec, armor, and shield skills. AR does 110% damage to shields, 90% damage to armor. Damage mod guy final stats: Shield HP: 281.25 Armor HP: 305.25 DPS: 789.45 (base*1.1 weaponry*1.15 spec*1.1*1.1*1.1*1.1mods) Shield mod guy final stats: Shield HP: 545.2 Armor HP: 305.25 DPS: 539.20 (base*1.1 weaponry*1.15 spec) Damage mod guy kills shield guy in 1.058s. Shield guy kills damage mod guy in 0.904s. TLDR: Shield mods win. Forgot head shots in your math then they's both have to getting headshots which bring the same damage increase since it effects the base damage not the acual output. |
Kovak Therim
ZionTCD Legacy Rising
161
|
Posted - 2013.03.08 01:47:00 -
[114] - Quote
Unless CCP does something, I'm pretty sure I have wasted time and money on my heavy suit and weapons. I knew everyone would be fine with heavies once we could barely beat any other suit one on one. Either buff heavies to be the room clearers we're supposed to be or remove the suit and HMG altogether. |
Kas Croixe
Intara Direct Action Caldari State
0
|
Posted - 2013.03.08 01:54:00 -
[115] - Quote
Kovak Therim wrote:Unless CCP does something, I'm pretty sure I have wasted time and money on my heavy suit and weapons. I knew everyone would be fine with heavies once we could barely beat any other suit one on one. Either buff heavies to be the room clearers we're supposed to be or remove the suit and HMG altogether.
so you have to be able to match an entire room of people firing at you and just kill 'em all with a wave of your magic HMG?
you can say that with a straight face?
that doesn't seem op at all? |
KING CHECKMATE
unlight9
5
|
Posted - 2013.03.08 02:00:00 -
[116] - Quote
Bendtner92 wrote:4447 wrote:HMG needs a buff. Lol no, but the Advanced and Proto suits do.
Agreed here. I play as heavy I find HMG pretty decent if well used. Bad thing that vs Poto Assaults you can only kill one of them since they can equip so much armor and stuff on.....
But other that and Type - A + Type - B, The Protos just suck.(and i still think type A and B are kindof sucky)
Scouts= have very high shield recovery rate and good detection plus speed. Although maybe a slight increase of 10 in shields and HP wouldnt damage.
Logis And Assaults are where the good stuffis at.They have an ENOURMOUS amout of fitting spaces being able to customize them in any way posible.
Proto Vk01. Has 1 more fitting spot ( -- ). Costs 250k LOL. If the Heavies are gonna be that cr** at least Make them cheaper than say, Proto Logi. Withinfinite Cpu and 4 of each fitting spaces ( -- , | , Gear). I mean LOL.
250k...just...LOL |
Kovak Therim
ZionTCD Legacy Rising
161
|
Posted - 2013.03.08 02:05:00 -
[117] - Quote
Kas Croixe wrote:Kovak Therim wrote:Unless CCP does something, I'm pretty sure I have wasted time and money on my heavy suit and weapons. I knew everyone would be fine with heavies once we could barely beat any other suit one on one. Either buff heavies to be the room clearers we're supposed to be or remove the suit and HMG altogether. so you have to be able to match an entire room of people firing at you and just kill 'em all with a wave of your magic HMG? you can say that with a straight face? that doesn't seem op at all?
I was exaggerating. I meant what I said about barely being able to beat other suits one on one, though. Heavies are now just really slow assaults with no equipment slots and with much higher ISK costs for our gear. That sounds balanced to you? Really?
|
Disturbingly Bored
Universal Allies Inc.
125
|
Posted - 2013.03.08 02:08:00 -
[118] - Quote
Lance 2ballzStrong wrote: But dmg mods have no stacking penalty as they are, therefor they're broken, and have been broken for months now. I don't know why anyone would defend something that's glitched... well maybe the people that exploit it.... my bad.
Please let this be a joke. Damage mods don't have a stacking penalty and still do worse. If they get a stacking penalty, shield mods should get a stacking penalty as well.
DJINN Marauder wrote:+1 for the math. I thought everyone would know by now that shields > damage mod
Thank ya, sir. I'll try to wield that math for the main topic at hand. Not trying to prove anything now, just fuel for the discussion.
Let's take that shield Assault from earlier and have him fight a Heavy. The heavy is using:
Heavy Vk.1: base 320 shields, 422 armor Boundless HMG: 17.6 damage, 2000RPM, 586.66 DPS HIs: 3x Complex Shield Extenders LOWs: Armor Repper and 87HP plate
Shield mod guy final stats: Shield HP: 545.25 Armor HP: 305.25 DPS: 539.20 AR: 110% Shields, 90% Armor
Heavy final stats: Shield HP: 598 Armor HP: 614.5 DPS: 742.12 HMG: 95% Shields, 110% Armor
Heavy kills shield guy in 1.14s. Shield guy kills heavy in 2.27s.
If shield guy fought a Heavy B with only 2 shield extenders?
Heavy B kills shield guy in 1.14s. Shield guy kills Heavy in 2.16s.
As someone who feels heavies are losing their edge now, I have to say:
ED: As a caveat, once you start comparing different classes, just looking at armor/dps is less and less relevant, but still. At the very least, the two examples above show that Heavy Vk.1 really does not justify the SP/price even remotely. |
Kas Croixe
Intara Direct Action Caldari State
0
|
Posted - 2013.03.08 02:13:00 -
[119] - Quote
Kovak Therim wrote:Kas Croixe wrote:Kovak Therim wrote:Unless CCP does something, I'm pretty sure I have wasted time and money on my heavy suit and weapons. I knew everyone would be fine with heavies once we could barely beat any other suit one on one. Either buff heavies to be the room clearers we're supposed to be or remove the suit and HMG altogether. so you have to be able to match an entire room of people firing at you and just kill 'em all with a wave of your magic HMG? you can say that with a straight face? that doesn't seem op at all? I was exaggerating. I meant what I said about barely being able to beat other suits one on one, though. Heavies are now just really slow assaults with no equipment slots and with much higher ISK costs for our gear. That sounds balanced to you? Really?
you also get the best anti-vehicle weapon(forge guns, which in the right hands are quite the sniper/midrange weapon as well), and the best CQC weapon(HMG), hands down. just cause you're not using them does not mean they don't exist
you can't be the best at everything. that's like the slogan of the game. your weakness is range, the assault's weakness is being good in all areas, but truly excelling at none of them, the scout is paper thin, and the logis can't carry enough weapons to be a serious threat on firepower, but they are the backbone of any good team through their medic work and unequaled support capabilities.
^that last paragraph is all my personal opinion of classes based on what little I've played of all of them. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.03.08 02:51:00 -
[120] - Quote
This thread... I don't even.
I have 100,000,000+ ISK running Proto Logi every week, as for heavies, if you didn't even accumulate at least 30,000,000 ISK in the first few weeks after reset then it's YOU who aren't playing this game properly. To use a heavy suit properly is to flank the enemy at the right time and come out with minimal damage. Heavy users like Ruthra, Specter RND, METRO and some others seem to handle the dropsuit efficiently and take minimal loses so do us a favor and only point out real flaws. So far, the only unusual thing thing that may need a change is the Low Slot amount and a slight increase to CPU/PG to perhaps do more stuff with the dropsuit. |
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 :: one page |
First page | Previous page | Next page | Last page |