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Coleman Gray
RED COLONIAL MARINES Covert Intervention
135
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Posted - 2013.03.28 14:15:00 -
[1] - Quote
I'm probably gonna get trolled the **** here for suggesting this but please try to be constructive in your replies....
Rather than changing the price, mod count and cpu and power. Why not give each suit a projectile damage resistance against their armor not shield.
For example, maybe not such a degree but Militia heavy suits get a 10% damage reduction, Standard get 25%, Advance 35% and Proto get a 50%. This would make the price o the suits more worth while and the lack of mod slots and CPU and Power could be chalked up to simply empowering the suits resistances.
With a buff like this Heavies won't be a laughing stock since people with AR's ect would struggle one vs one unless their using weapons like mass drivers or lasers ect.
Too much of a buff you think? or maybe numbers to high? |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
135
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Posted - 2013.03.28 14:25:00 -
[2] - Quote
shellhead wrote:I like the idea but I think that 5%, 10%, 15%, 25%, and 35% would be more reasonable just because 50% is an insane amount of resistance.
Yeah I agree actually, more realistic numbers |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
135
|
Posted - 2013.03.28 14:27:00 -
[3] - Quote
Lance 2ballzStrong wrote:AR people don't even want the Adv / Proto suits buffed by giving them more slots, and lowering the price on the Proto suits... you REALLY think they not gonna cry about a buff like this?
Of course their gonna cry, god forbid that they lose their easy kills and advantage that they shouldn't have |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
136
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Posted - 2013.03.28 14:36:00 -
[4] - Quote
XeroTheBigBoss wrote:Chibi Andy wrote:well the buffs do sounds promising since at the moment going for proto heavy is pointless and they die too fast for a proto suit Play Scout than tell me Heavies die fast for a scout.
They strafe faster than heavies can turn, that ALONE is unfair. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
136
|
Posted - 2013.03.28 14:55:00 -
[5] - Quote
Laheon wrote:Numbers: Heavy vk.0 has 650 armor and 100 shield. That gives it a total of 750 hp. I'm not going to go into EHP here, since ARs do more damage to shield than armor, etc.
A damage reduction of 35%.. Actually, let's do 20%. That would give a proto heavy a BASE hp of 900. Let's add armor plates on top of that. Complex armor plates, let's fit two of those. 115hp each, which gives 230hp. Take 20% damage reduction, that comes to a total of 276hp added on TOP of the 900, giving a total hp of 1176hp.
A Duvolle can dish out 47.45 damage per shot with AR Prof V, weap V and a complex damage mod. That would cause resultant heavy to die in just under 2 seconds, not including inherent damage effectiveness against shield/armor. It would be higher, as ARs do 90% to armor.
A heavy with a single complex damage mod would do, with a Boundless HMG, would kill (assuming the assault had about 700hp, complete overestimation) the assault in 0.86 seconds, not including the damage effectiveness. Assuming all bullets hit. Even if just 50% hit, you still kill a proto AR user in less time that it takes for him to kill you.
Your right, A heavy having the advantage one vs one is totally unfair |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
136
|
Posted - 2013.03.28 15:02:00 -
[6] - Quote
XeroTheBigBoss wrote:Coleman Gray wrote:Laheon wrote:Numbers: Heavy vk.0 has 650 armor and 100 shield. That gives it a total of 750 hp. I'm not going to go into EHP here, since ARs do more damage to shield than armor, etc.
A damage reduction of 35%.. Actually, let's do 20%. That would give a proto heavy a BASE hp of 900. Let's add armor plates on top of that. Complex armor plates, let's fit two of those. 115hp each, which gives 230hp. Take 20% damage reduction, that comes to a total of 276hp added on TOP of the 900, giving a total hp of 1176hp.
A Duvolle can dish out 47.45 damage per shot with AR Prof V, weap V and a complex damage mod. That would cause resultant heavy to die in just under 2 seconds, not including inherent damage effectiveness against shield/armor. It would be higher, as ARs do 90% to armor.
A heavy with a single complex damage mod would do, with a Boundless HMG, would kill (assuming the assault had about 700hp, complete overestimation) the assault in 0.86 seconds, not including the damage effectiveness. Assuming all bullets hit. Even if just 50% hit, you still kill a proto AR user in less time that it takes for him to kill you. Your right, A heavy having the advantage one vs one is totally unfair Ok so in your whacky world teams should need a squad to battle a heavy? Get real.
If their only using projectile weapons yes, explosive damage and lasers would stil chew through them |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
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Posted - 2013.03.28 15:10:00 -
[7] - Quote
Laheon wrote:Coleman Gray wrote:If their only using projectile weapons yes, explosive damage and lasers would stil chew through them Lost all credibility. That's an auto "I WIN" button. Teams would consist entirely of heavies, seeing as the only thing capable of taking on a heavy would be another heavy. 16 x heavies > 16 x assaults in your world. Sorry. Edit: Currently the only things requiring a squad to kill are HAV's (well, the better fit ones, anyway), some of the heavier-tanked dropships, and another squad. One person needing a squad or specialised weapons to take down is ridiculous.
Only be the same as a whole team going with lasers and or mass drivers
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Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
|
Posted - 2013.03.28 15:30:00 -
[8] - Quote
Lance 2ballzStrong wrote:I've never understood this argument of heavies being "support"... lolwut?
They can't shoot very far, and even if they can, through sharpshooter, they shoot spittballs, and teddybears. So I don't know what kind of support that is. I would rather an AR give that kind of support since he'll actually dmg someone.
Dropping nanohives? o wait, heavies have no equipment slot. Hack objectives? o wait, they're too slow to reach anywhere before anyone.
Defending objectives? o wait, they get put down in a hearbeat to Assault players using proto suits and proto AR's...
So please explain, this support role that people like to throw around.
Comedic support, big guy finally gets to his destination only to have people dancing around him since he can't turn quick enough |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
|
Posted - 2013.03.28 15:36:00 -
[9] - Quote
Laheon wrote:Lance, I explained it in a post above. Area consolidation. You send in the light troops first, then you send in the heavy troops to secure. Sort of like in, you know, real war - you don't send in the heavy armor first. You send in the troops to scout out and clear. Any area where a heavy is stationary is a defensible position. If a machine gun starts shooting at you (especially with 400 rounds in the mag) you take cover.
In a real war there is no "heavy armor" troops, since weapons are at the point that heavy armor is pointless, hence why battleships are made of fibre glass, and most tanks can have their turrets pry'd off with a trenching tool. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
|
Posted - 2013.03.28 15:57:00 -
[10] - Quote
XeroTheBigBoss wrote:Coleman Gray wrote:Laheon wrote:Lance, I explained it in a post above. Area consolidation. You send in the light troops first, then you send in the heavy troops to secure. Sort of like in, you know, real war - you don't send in the heavy armor first. You send in the troops to scout out and clear. Any area where a heavy is stationary is a defensible position. If a machine gun starts shooting at you (especially with 400 rounds in the mag) you take cover. In a real war there is no "heavy armor" troops, since weapons are at the point that heavy armor is pointless, hence why battleships are made of fibre glass, and most tanks can have their turrets pry'd off with a trenching tool. You lose, Heavies will never get buff when they are already strong enough.
I beleive CCP has already said that heavies will be getting a buff in uprising, just not said what it was.
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Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
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Posted - 2013.03.28 16:02:00 -
[11] - Quote
Laheon wrote:Coleman Gray wrote:In a real war there is no "heavy armor" troops, since weapons are at the point that heavy armor is pointless, hence why battleships are made of fibre glass, and most tanks can have their turrets pry'd off with a trenching tool. Heavy infantry can be any infantry with a heavy machine gun. A LMG is easy enough to cart around, but doesn't provide the same oomph as a HMG, which is a heavily defensive tool. You don't take a HMG into battle, you set it up and let the enemy come to you. See WW1, see the Maginot Line, see D-Day, see pretty much any attrition warfare, and you'll see what I mean. And you're completely wrong about the armor. Look up the Challenger 2 tank, and look up incidents. Only something like two or three have been destroyed, and one was friendly fire. But the point is that heavies are best suited to area consolidation and suppression of the enemy. You're slow for a reason - you're not meant to charge an enemy defensive line.
My apologies, totally misinterpreted what you said |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
|
Posted - 2013.03.28 16:06:00 -
[12] - Quote
shellhead wrote:Quote:
Least the threads of you guys whining how under powered you guys are would be 50% shorter if they did this.
Also they should take away the scouts shields, they're only allowed to have scrambler pistols and now when ever they sprint they'll strobe red and green making them extra easy for those mean old heavies to find. [/s[
Personely I don't think scouts should show up on Radar >>;;;; |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
137
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Posted - 2013.03.28 16:13:00 -
[13] - Quote
shellhead wrote:Coleman Gray wrote:shellhead wrote:Quote:
Least the threads of you guys whining how under powered you guys are would be 50% shorter if they did this.
Also they should take away the scouts shields, they're only allowed to have scrambler pistols and now when ever they sprint they'll strobe red and green making them extra easy for those mean old heavies to find. [/s[ Personely I don't think scouts should show up on Radar >>;;;; I agree, the should only show up if they're firing especially with all the scanner stuff thats coming out. The stealth suit should I dunno, be a little more stealthy?
Yeah, but suppose it's down to scouts to skill up in stealth |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
140
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Posted - 2013.03.28 18:27:00 -
[14] - Quote
bump because I can :D |
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