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Thread Statistics | Show CCP posts - 7 post(s) |
D legendary hero
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Posted - 2013.05.27 15:38:00 -
[1] - Quote
-heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range and accuracy after initial spooling
doing this will make the heavy a more versitile drop suit and lead to a more dynmic and fun game play. where players will need to think tacticaly and use skill. where goods are balanced with bads. in this way the heavy can actually participate in combat instead of just hoping enemies will come to him without sneaking up on him (CCP did a great job with the objectives having multiple access points. :) these are only slight buffs so scouts and assaults can still circle you and kill you. but they have to do so skillfully.
if you can't defend yourself how are you going to protect anyone else? logi's, scouts, assualts can all do it. its the heavies turn for a buff.
in short, area denial, squad defense, frontline support, and being a general contribution to the team will make the heavy playable. because really who has 6-7million sp to blow on a class that can only be used every few games. who has 100,000 isk to spend on proto gear and proto suits that arent any better than the militia gear. CCP we need these changes. help a brotha out!
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D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.27 19:33:00 -
[2] - Quote
[quote=Alaika Arbosa][quote=XxWarlordxX97][quote=D legendary hero]-heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range and accuracy after initial spooling
doing this will make the heavy a more versitile drop suit and lead to a more dynmic and fun game play. where players will need to think tacticaly and use skill. where goods are balanced with bads. in this way the heavy can actually participate in combat instead of just hoping enemies will come to him without sneaking up on him (CCP did a great job with the objectives having multiple access points. :) these are only slight buffs so scouts and assaults can still circle you and kill you. but they have to do so skillfully.
if you can't defend yourself how are you going to protect anyone else? logi's, scouts, assualts can all do it. its the heavies turn for a buff.
in short, area denial, squad defense, frontline support, and being a general contribution to the team will make the heavy playable. because really who has 6-7million sp to blow on a class that can only be used every few games. who has 100,000 isk to spend on proto gear and proto suits that arent any better than the militia gear. CCP we need these changes. help a brotha out!
Quote: yeah, and every scrub in the game will go heavy too (not trying to say you are a scrub). The game will go from AR514 to HeavyScrubPackingAGLU/DTAR514. Heavies should be deathspitting bollards of Doom, not bulky Assault suits.
whell that wont happen because need to spec almost 5million sp into being heavy and even with the mitlita fit and the 30% one clip from an AR can still kill you. so, yeah if they want to be ARfops, then they might as welll keep the assualt suits |
D legendary hero
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Posted - 2013.05.28 06:17:00 -
[3] - Quote
Chinduko wrote:Keep it up, maybe CCP will FINALLY realize that the heavy really is UP vs medium suits. CCP could just remove some of the high and low slots of the medium suits. That would might fix the whole problem. Give medium suit a max of 5 high and low medium slots per top tier suit. That might at least make the heavy as weak as in Chromosome when heavies weren't great but definitely not as bad as now. Then again, we had an HMG with good enough range to shoot someone from 20m out as well.
20 mm range is great and make sense as it shoulg have the same range or similar range to an AR. the balance is the dispersion is greater so at the same range the heavy is missing many more shots |
D legendary hero
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Posted - 2013.06.05 22:56:00 -
[4] - Quote
why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) |
D legendary hero
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Posted - 2013.06.06 05:29:00 -
[5] - Quote
Lance 2ballzStrong wrote:Alaika Arbosa wrote:Ok, so maybe I used the wrong analogy, however, nerfed movement speed is the only way to balance the proposed "I act like a bollard", I'm not saying that they should be totally immobile, though they should have MORE difficulty getting around. I really do want them to be buffed with HP, turn speed and whatnot; though they should move much less faster than they currently do.
They should be the Jason Vorhees of the battlefield, painfully slow, unrelenting and out for blood. As it is right now, they're not this, they're still too fast.
I've faced off against many, many heavies today (seemed like 90% of my deaths were heavies) and I was even run down by one on foot, how the **** does that happen?
Heavies need to be more distinct from Assault, I've seen too many people using Heavies as though they were Assault suit, this shouldn't even be an entertained thought. I'm not understanding what you want... Heavies are slower now than they've EVER been. If you got ran down by a heavy, then the joke's on you tbh. You didn't run far enough. People should be free to use the suit as they want. Playing a heavy shouldn't be a "DEFEND ALONE! NO ATTACK FOR YOU!" role. The speed of the heavy, and the range of the HMG is what determines the limits of the class / role. People need stop pigeon holing the class. Heavies are slow enough, and tbh, they SHOULD be a little quicker, especially in the turning department, but all we have is the Amarr suit, so maybe another race will be faster with less HP.
^^this. even with the amar suit though, it should be fixed. because all other suits will be based off of this. and if this one is that bad, imagine how much worse the other ones might be.
the amar suit gets slaughtered right now with all the ehp, it has. minmintars have the lowest ehp. what would be the point to a minmintar heavy it would have the same ehp as an amar assault...lol thats laughable.
thats why i propose, that they get an ehp increase of 200 for a basic total of 1000ehp. heavies need an increase in running speed, turn speed. and need a base resistance to small arms fire. https://forums.dust514.com/default.aspx?g=posts&t=81725
this will balance out the falacies of the heavy suit and the hmg.
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D legendary hero
One-Armed Bandits Unclaimed.
86
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Posted - 2013.06.06 05:37:00 -
[6] - Quote
Lance 2ballzStrong wrote:Podge89 wrote:General Tiberius1 wrote:this is STILL ALIVE!?!?! Yea well I see they up`d the dmg but the dispersion is still sick, can we not get a skill that makes the circle and dispersion smaller with each level? That would be ideal They lowered the dispersion by 5%, which made a world of difference. 1-10m is no problem, 10-20m is where you'll notice the spread. Tbh, I like where the HMG is now compared to the start of Uprising. If CCP would remove the range hard cap, then HMG would be allot better. Hopefully the spread doesn't increase as range increases. The dmg should drop off, not the spread increase + dmg drop off. But we'll see.
the hmg needs that dispersion reduced another 5% and to fix the range. the damage should be increased to 1.5 hp for every level.
so the AHMG instead of 13.8 would be 15.3, the basic instead of 18 will be 19.5.
this way within the max range of an HMG people would need to play smart. basically. if your in an open field a sniper has to kill you if they can aim. well, if your in front of a mini-gun and your not taking evasive maneuvers and using cover you should die. period.
since getting head shots with the HMG is almost inpossible, this slight buff will off set that imbalance.
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D legendary hero
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Posted - 2013.06.06 19:36:00 -
[7] - Quote
^^this. its sad how people are still trying to nerf heavies and are so afraid of heavies being OP. heavies arent and never will be OP. they need a buff so they can be good at what they are supposed to do.
AR users and snipers what heavies slower and weak so nothing can stop them and they can get free points. really the heavy is anti assault rifle, so of course they would want to nerf it beyond use
https://forums.dust514.com/default.aspx?g=posts&m=908816#post908816 |
D legendary hero
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Posted - 2013.06.06 19:38:00 -
[8] - Quote
Alaika Arbosa wrote:When there are no more Assaults running around because they're all in Heavies, don't say I didn't warn you.
I guess you'll all enjoy it when this game is nothing but scrubs running around in Heavy suits claiming they're good when they'd suck without those crutches under their arms.
dude have you ******* seen caladri assaults shield tanking. some of them get more EHP than a heavy at 914 ehp.
so not only do they have 5 times the mobility of a heavy, but now they have the same or higher ehp. why would anyone use a heavy suit unless they have an hmg or forgun? and even at that those guns are laughable |
D legendary hero
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Posted - 2013.06.07 00:20:00 -
[9] - Quote
scouts still are used more because they are the fastest and most effective with shotguns, and knove knives.
i showed the math, give the heavy armor resistance by 30% small arms fire will make it playable. increasing its movement speed by 5% and turn speed 10% is not going to make it an assault suit.
with the current slot load out heavies even with this boost and biotics couldnt move nearly as fast as an armor tanked assault.
logis, and other medium frames that armor tank can get more powerful than a heavy EHP wise. some as high as 914EHP (see thread "shield tank > armor tank" dev posted on it too).
so these dudes in minmintar logistics gear can tank better than a heavy, run around WAY faster, turn WAY faster, at half the price. without proto gear.
the heavy suit is a joke. im trying to make this game competetive. the only reason people contest to heavies getting any buff, is because then they will have to play the game tactically, instead of like CoD. |
D legendary hero
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Posted - 2013.06.07 00:39:00 -
[10] - Quote
Alaika Arbosa wrote:D legendary hero wrote:Alaika Arbosa wrote:When there are no more Assaults running around because they're all in Heavies, don't say I didn't warn you.
I guess you'll all enjoy it when this game is nothing but scrubs running around in Heavy suits claiming they're good when they'd suck without those crutches under their arms. dude have you ******* seen caladri assaults shield tanking. some of them get more EHP than a heavy at 914 ehp. so not only do they have 5 times the mobility of a heavy, but now they have the same or higher ehp. why would anyone use a heavy suit unless they have an hmg or forgun? and even at that those guns are laughable What tiers are you comparing? PRO Assault to STD Heavy? I also think you mean PRO Caldari Logi, I've seen tons more of them than the Caldari Assaults, though still not as many as I have seen Heavies (any tier) followed by free suits (usually tweaked starter fits). You're also exaggerating the mobility gap. @Lance No, I'm not new around here, been here over a year now. Yes, I am definitively stating right now that if the Heavies are buffed the way D legendary hero keeps asking for in his thread as well as everywhere else that he's able, EVERYONE able to will stop using other suits for even just the basic heavy frames. I actually do want the Heavies to be something unique and worthwhile to play, however I don't think that making them the uber-assault suit that you all apparently want is the way to do it. BTW, I'm done arguing about this, I hope you get what you want and then I'll laugh as you all realize how ****** this makes the game.
the mobility gamp is about 5x. its not just running speed, its jumping, height, total stamina and turn speed. if you put all that into one stat and compare heavy to caldari assault its about a 5x difference in the caldaris favor
also, the proto heavy suits are just as much a joke as the standard. you dnt get much more for investing in them. the proto basic, and the sentinel are pretty lame, slot wise. ao, even as a heavy i can't tank as hard. because heavies by default have extremely low shield recharge speed, and armor tanking, are you serious? by the time i can jump out the MCC moss is growing all over my rusted armor.
if your a heavy and have 2.5 million sp laying around to put into the shield and armor boosting skills you might break 1000 ehp. but a regular standard AR does 1860 per clip. so having a someone in advanced logi suitor assault suit with just as much or more armor than a heavy, killing a heavy in half a clip with a basic assault rifle (31 hp per shot, 60 clip. with no damage mods, not adding the blanket 10% from the update)
again. with all the penalties of the heavy suit, a logistics caldari, just to name one medium frame that can do it. can have all the benefits of the heavy suit, with none of the penalty. and still with a basic AR kill heavies.
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D legendary hero
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105
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Posted - 2013.06.07 00:48:00 -
[11] - Quote
Breakin Stuff wrote:It's playable now.
you are D Legendary Hero, please teach me how to play heavy
bro you obviously have never played heavy.
when im playing against people who arent shield tanking and are within spitting distance, i get good games 20+ on average if im rolling with a squad. problem is, my heavy suits gets stomped out by dudes in medium gear with the same ehp nad higher mobility. that should never heappen ever.
now go to a corner and think about your life.
nothing ever should be able to stand infront of a minigun and out gun it. with zero tactics involved. and this happens far to often. if being heavy was so great everyone would do it. the only heavies i see are people either: a. trying it out for the first time (quickly learning not to do it -OR- b. they already invested too much sp in it and want it fixed.
people who say heavies are playable are normally the snipers or AR users who are glad they dnt have to worry about heavies. snipers because heavies are easy points, and AR users because heavies right now are no threat. try again bro |
D legendary hero
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Posted - 2013.06.07 03:42:00 -
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Gitsum 77 wrote:My main concern is that there is no incentive for anyone to want to be a heavy. Anybody want to be slower, weaker, and less damage inducing while costing more sp and ISK? I think not.
Heavies are Danny Devito in that movie Twins compared to assaults being Ahhhnold...
Im not worried about the movement speed so much. We are heavy for a reason. But turn speed and that spread are ridiculous. There shouldn't be assault and scout suits surviving 15m CQC fights with heavies unless somebody is proto'd one way or the other.
Just mho...
^^yes. |
D legendary hero
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Posted - 2013.06.07 05:35:00 -
[13] - Quote
this is exactly why i gave the percentages i did. a 10% increase in speed, a 10% increase in turning speed, a 30% resistance to small arms fire, and a buff to an EHP of 1000 is necesary for the heavy to become a competative unit on the battle field.
think about it. without damge mods, or even adding the 10% buff they gave all weapons, a militia assault rifle at 31 hp per shot in one clip of 60 does 1860 damage.
@ 388 dps a basic assault rifle does over 1000 hp of damage to a heavy in less than 3 seconds!
if the heavy armor is designed to be able to endure sustained small arms fire as has been mentioned in the description of the armor. then these buffs are necesary. because right now the basica AR is more effective at wiping out infantry than the HMG.
low mobility, slow turning, long reload time, combined with the HMG's horrible range make the class itself pointless.
something must be done now. otherwise the other races will be based off this model. and if you bake cookies in a dented pan they'll all come out ****** up.
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D legendary hero
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Posted - 2013.06.07 10:31:00 -
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^^serious? i give the **** up. i need to respec into ARs so i can insta win like everyone. looks we have another call of derp |
D legendary hero
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Posted - 2013.06.07 10:41:00 -
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Breakin Stuff wrote:D legendary hero wrote:Breakin Stuff wrote: D Legendary Hero, please teach me how to play heavy
if you insist. presents case. thank you for the enlightenment. take me on as pupil and raise my children as your own
i would but you dnt appreciate logic. sorry, but no thanks. |
D legendary hero
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Posted - 2013.06.07 11:07:00 -
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Breakin Stuff wrote:D legendary hero wrote: the AR is supposed to be the most versitile weapon but not just plain OP. but since you like being able to do everyone's job with the AR so be it.
You don't pay attention well. I play heavy exclusively, and I use the HMG, not an AR. My specialty is Forge Guns though. I'm very good at removing vehicles from the map. I only run an assault fit when I feel like tooling around pretending to be one of the cool kids. But I use militia fits for that. and your math failcascades when you start claiming that an assault can match my standard fatsuit's EHP. They cap out 300 HP behind me at best. Hint: I don't have 800 EHP. I have no problem massacreing proto in close with an HMG. I just have to be close. what you're demanding is to make heavies so powerful they are the ideal platform for solo play. I object to this agenda. Heavies should shine in team play, and be balanced to support and be supported by a combat squad. Further your modifying my posts is pathetic. Learn to use grammar and spelling properly. I demand a higher class of troll.
english is my third language pal and I'm self taught so give me a break, since your good at breaking stuff. se voce quiser a gente pode falar o portugues e lhe o exponho melhor no meu idioma da mae, entendeu?
if you read this post on shield tanking verse armor tanking you'll see what i mean. https://forums.dust514.com/default.aspx?g=posts&t=83983&p=6
the post on page six contains details of the high EHP that suits can attain. many of which go beyond a heavies base ehp.
i want us heavies to be able to do our job. thats it. |
D legendary hero
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Posted - 2013.06.07 11:07:00 -
[17] - Quote
Breakin Stuff wrote:D legendary hero wrote: the AR is supposed to be the most versitile weapon but not just plain OP. but since you like being able to do everyone's job with the AR so be it.
You don't pay attention well. I play heavy exclusively, and I use the HMG, not an AR. My specialty is Forge Guns though. I'm very good at removing vehicles from the map. I only run an assault fit when I feel like tooling around pretending to be one of the cool kids. But I use militia fits for that. and your math failcascades when you start claiming that an assault can match my standard fatsuit's EHP. They cap out 300 HP behind me at best. Hint: I don't have 800 EHP. I have no problem massacreing proto in close with an HMG. I just have to be close. what you're demanding is to make heavies so powerful they are the ideal platform for solo play. I object to this agenda. Heavies should shine in team play, and be balanced to support and be supported by a combat squad. Further your modifying my posts is pathetic. Learn to use grammar and spelling properly. I demand a higher class of troll.
*trolling |
D legendary hero
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Posted - 2013.06.07 20:48:00 -
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^^actually the HMG is supposed to be in the same range band as the Auto ARs. isnt that OP?
yeah, yeah, everyone screams OP when i talk about thier precious ARs that win in all situations. ok, the HMG is supposed to be in tha auto AR range, because its high dispersion and low accuracy balance it out against the ARs low dispersion and high accuracy.
the HMG is a suppresion weapon i cant suppress anything if i cant threaten it. if my bullets cnt go far enough to hit you there is no threat therefor eno suppression.
also, the HMG was never, meant to excel in CQC, slow turn speed, and low damage per shot is a bad combo for cqc. CQC weapons are high mobility, and high damage (shotguns, nova knives, melee, smgs [w/ headshots]) mid range weapons are slightly lower turn speed (to help with accuracy at that range) and medium damage (which accounts for the increased range) (auto ARs, HMGs [if they ever fix the damn thing]) long range weapons are pretty obvious, high damage low rate of fire (firing to fast to far away will waste ammo)
as you can see the HMG should not be in CQC, its optimal range should be midrange the same as an full auto AR. now an hmg can be used in cqc like any other weapon can be used in cc, but they will always be out classed by nova knives and shotguns. but of course people who use ARs dnt want the hmg to be good at midrange because then they will actually be forced to aim.
the advantage of AR over HMG in midrange encounters is accuracy, but both should have identical range.
P.S. chrome breaker is right. there is no such thing as a CQC weapon with low turn speed, it just doesnt happen. shotguns, nova knives, smgs are much more effective close range and should be for a variety of reasons. |
D legendary hero
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Posted - 2013.06.08 15:52:00 -
[19] - Quote
Master Jaraiya wrote:D legendary hero wrote:you think i dnt know how to play heavy? i have 5 million SP put into heavies and heavy gear. i use everything from the standard to the proto gear. i use cover, i use tactics, i work with my squad. but in all the areas my heavy is supposed to excel here comes a logi or assault that can do it better. im asking for buffs to balance the suit. Well there's your problem right there guy. I have about 5.5 mil in my heavy. While I can run proto guns I choose not to. I haven't even specced into suits at all! I run in the MLT. (mostly because I do not want amarr which is another topic altogether.) You have the flashy suit, and the fancy gun, you see, but you have no backbone to hold it all up! Invest SP into shield upgrades and armor upgrades. lvl 5 for both those skills takes about 1.3 mil. Then get some complex reppers/armor plates. Then mabey a complex damage mod or shield extender. Get your HMG proficiency skill to lvl 5. then start rounding it out with rapid reload. You cannot depend on the suit bro. I currently run MLT suit with Standard HMG, Comp. repper and Comp. Damage Mod. I consistently get a 3 KDR in FW with something like 21 HMG kills. I have gotten 28 kills without an Orbital Strike. This in an MLT Suit with like 850 total HP and only 1 High slot/1 Low slot. I do agree that the turn speed needs to be tweaked up just a bit though.
i see what you mean. but i only have advanced lvl heavy suits. i have lvl 5 HMG proficiency, and lvl5 damage mods. i have points into shields and armor as well. i worked on my core. but the heavy weapons altogether eat up alot of SP, for very poor retunrs. with my std AR i can do much more. and since i can carry equipment im more useful to my team placing drop uplinks everywhere.
idk, maybe CCP should just get rid of heavies, i mean my std AR has better dps than an HMG, and i pwn pretty much any heavy i face 1v1. and i have no points in light weaponry at all...lol
P.S. for the others that said i provided no evidence. i have been spewing out facts left and right with statistics and first hand accounts that are easily verifible. just because you want to ignore the facts doesnt mean they arent there. if your only evidence is sarcasm then you can have, you win. because i sonly speak with people who are willing to accept fact. @ breakin stuff
anyways, im done with this thread. sorry if i ruined it for everyone. peace out |
D legendary hero
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Posted - 2013.06.09 05:57:00 -
[20] - Quote
^^this is what im talking about.
well, although CCP doesn't always respond. they read most of the threads. so, i'm hoping they make a good judgement call. removing the hard range cap will fix alot of things.
a speed buff, and turning speed buff, will fix it more.
if they do impliment the armor plats that self heal that will do heavies some good. (i use armor repers as a heavy and can survive pretty well without a logi.)
im just saying anyone who puts 5million SP into a suit, weapon, gear and mods should have no problem keeping up with ppl in militia gear, im just saying. people with free dragon fly scout suits and free toxin SMGs just completely own my heavy. but when i run AR i win periond....lol
and is 30% resistance to small arms really alot? will that really make a heavy OP? they nerfed the TACs and they still own heavies at all ranges, especially close range. the TAcs are not as effective against faster armor but heavy suits are still easy targets.
Honestly. use logic and explain to me why this is always the case. i am a reasonable man. but i need facts.
(please dnt talk about using cover with a heavy. your not fast enough to peek out cover, and fire. your not accurate enoguh with an HMG to shoot over cover, and everyone else who weakens you can simply vault/jump over your cover and finish you off. cover + heavy doesnt work very well. in very specific situations i can use cover to great effect but for the most part, you have to have some decent movement speed to utilize cover.) |
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D legendary hero
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Posted - 2013.06.09 12:01:00 -
[21] - Quote
Ludvig Enraga wrote:imo what they need to do is not buff heavy or HMG. They should nerf (yes nerf - thats the only balancing tool that does not run the risk of balance inflation) assault and especially logi HP - logi HP should not be able to match Heavy HP which it currently can. This will make those suits more killable by HMG. If you increase turn speed or make Heavies buffer you would totally screw scouts over. As is whatever meager existance that scouts have in the game is in large part owed to scouts being able to sneak up on heavies, since both logi and assault outright own scouts no matter what. If you make heavies buffer - yes you would make them better againts assault and logi but that would mean that scouts will have nothing to do in the game period.
heavies have nothing to do in the game, right now except get raped or gang raped by everyone else |
D legendary hero
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Posted - 2013.06.09 19:25:00 -
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^^bro, if you read anything, anything at, you will see that i have answered you question and my statement remains unchallenged. |
D legendary hero
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Posted - 2013.06.10 07:37:00 -
[23] - Quote
^^exactly.
this isnt about making heavies the ultimate super soldier the end to all antiinfantry situations. but we arent going to sit here and have the heavy pigeon-holed into a highly specified role that is not applicable even to the game.
[b]this is about getting the heavy balanced with out suits.[b] giving the heavy these slight buffs, will enable the heavy to perform its job.
1v1 a heavy vs another suit, with both players being of appr. equal skill both should die or suffer sever damage at the least.
anyone standing directly in the line of fire of the hmg should be anilated, and thier damage per second should not be able to over come the hmg. no other suit or weapon should over power the hmg within its optimal. however, by using tactics that take advantage of the heavies weaknesses the ohter suits balance out because they have the speed advantage.
right now in all respects, the heavy is just too slow, and too weak to defend itself. |
D legendary hero
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Posted - 2013.06.10 21:02:00 -
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Novawolf McDustingham The514th wrote:Ignatius Crumwald wrote:Novawolf McDustingham The514th wrote: laughably limited range with 30 - 40% higher damage, 2x the heat build-up.
This. Agreeing with me will never lead to me acknowledging you as a good player, good heavy, or even a good person. But very limited range high DPS is exactly the place heavies should be in. Bring the OHSHI- factor back to the suit. The dispersion makes range almost ******** and the heat build up is a joke. A proto HMG should do 25 dmg a shot base.
exactly because a submachine gun should not have bigger bullets than a heavy machine gun |
D legendary hero
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Posted - 2013.06.10 21:13:00 -
[25] - Quote
TuFar Gon wrote:Lance 2ballzStrong wrote:xxBIG DIRTYxx wrote:Has anyone played with the 'assault' variant HMG's? MO-4? To compare their range to that of std? I had been carrying one with a complex DM and a submachinegun as cqc backup.. I plan to have a logibro with tool and stick with my squad. No lone wolfing.. I thought about using the Assault version, but I wanted to see how the normal one worked in CQC... After seeing how it performed, I was scared to see the Assault version in action. the freedom assault does have nice range but its seriously way too weak,,dont waste your time/isk fella's,,or,,simply try it out and see for yourself,,good luck lol. Try the six-kin,,rips'em in half but not as effective against other heavies using boundless UNLESS U GET THAT DOT ON THEIR HEADS. LUVIN THE SIX-KIN TBH. TRY,,HAVE FUN
here is a quick state.
submachine gun standard = 23hp 1000rpm = 383dps assault heavy machine gun = 13.8 2000 = ~460dps
assault heavy machine gun does only 77 more dps. sounds like alot right? wrong. look at the RPM. you have fire nearly twice as many rounds as an smg to get a similar effect.
AHMG still has the same dispersion as the STD so your still only hittin a stationary target with 70% of your rounds.
460dps - (460*30%dispersion) - damage reduction*m = effective dps where m = meters past optimal range
460 - 138 - dr*0 = 322dps
so in your optimal range if your dispersion is 30% which i believe the case to be your dps becomes 322. less than an SMG. if you hit with ever single bullet you fire in a second you get 460dps
but we all know with that turn speed your not doing much of that.
HMGs should all have the damage profile per shot of smgs but with the improved fire rate of course. because a smg should never be stronger than an hmg.
its stupid to have to fire 2x as many shots as a secondary to get the same effect. |
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Posted - 2013.06.11 07:15:00 -
[26] - Quote
Novawolf McDustingham The514th wrote: It is my opinion that the original nerf to the HMG dmg output is the echo that started the rockslide that lead to the fail avalanche that is this game's balance right now.
^^this.
still, kenetic weapons should have longer range that plasma weaponry BUT have higher fall than plasma weaponry. why?
bullet weapons fire actual projectiles that wind, air friction and the Coriolis effect affects. so they would lose greater damage over range than a plasma weapon.
however, plasma weaponry should have less range than kenetic weaponry because plsama is a state of matter that is extremely difficult to maintain and loses its energy fast. so the plasma based weapons should have less range than their bullet counter parts.
what does this mean? the HMG should have greater range than the ARs right now, but past its optimal range, should have a damage fall of that increases by a high multiple.
as far as damage is concerned the basic hmg should do 23 hp per shot, the AHMG 20hp. the busrt should do 26hp, and protos in the mid 30s. in their optimal range they should keep 100% damage, but past that range (which is farther than ARs) would do 70%, then 40% damage, out to 35% (with dispersion thats zero damage doen to target.)
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Posted - 2013.06.11 09:50:00 -
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xSir Campsalotx wrote:Looks at the smg mag and the HMG Belt, the rounds in the belt are way bigger than those tiny little rounds in that stick magazine. Bigger rounds equal bigger damage I thought a HMG would do more damage than a smg, this "HMG"is a faster firing smg with weaker rounds and a bigger mag.
exactly my point. and all though the HMG can sustain fire longer it over heats and has an 8 sec reload (which of course would balance it , if the weapon itself didnt already suck so hard)
smg has a 2.5-3sec reload, with an 80 round clip and does way more damage per shot.
ranage is what makes the HMG better than the SMG, but its slight because the range was nerfed hard. nonetheless, a secondary should never be superior to a primary.
and no one, can reasonably say that a SMG should have more damage per shot than an HMG. the SMG is suposed to be the pocket sized version of the hmg. |
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Posted - 2013.06.12 07:48:00 -
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ChromeBreaker wrote:Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
balance =/= making ARs better than every other specialty weapon in their feild of operation.
the amount of energy required to magentically seal and then launch plsama rounds, plasma of course being an extremely unstable element, would requiere more energy than everything you just mentioned. and certainly the range on that projectile would be limited as the plsama would almost instantly change state. dnt BS.
when we speak of balance we balance weapons in the same category against their designated purpose.
ARs are supposed to = the jack of all trades, masters of none. a AR is supposed to be decent at mid range and close range combat but should not excel in either. its strengths are its accuracy, rate of fire. its supposed to be balanced by medium damage, reload and dispersion. its an average weapon.
shotguns, SMG = the best CQC weapon. high damage, but limited ammo and range
HMG = the best mid range weapon. supposed to have, high rate of fire, high damage, large magazine capacity. it supposed to be balanced by its long reload, and higher inaccuracy.
right now the AR excels in close range due to its high damage, high rate of fire, and its out ranging everything else, inaddition to accuracy, great hipfire, and fast reolad make it good at everything. period.
the last time i checked balance =/= ARs are better at everything and are better than everything. |
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Posted - 2013.06.12 07:56:00 -
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oso tiburon wrote: actualy the g.e. vulcan mini gun uses a 5.56 nato or .223 with a max range effective of over 500 m after that the bullet drop become exponatial .. played with a few of those in iraq and afgahn thats why they mostly put them on doors on heli's
for economy of Ammo purposes they are designed like that. instead of having the squad or the unit carry separate ammo for every gun they decided it better to have the AR and minigun fire the same type of ammo.
in fact most squads hae at least one person with an LMG (because that minigun you just described is basically an LMG with a bigger ammo capacity). the LMG and AR use the same munition. however, due to the hire mag capacity and fire rate of the LMG it puts out the a greater wall of lead giving better supression than an AR helping to achieve fire superiority faster.
what this would equate to in DUST is the HMG doing the same 34 hp per bullet the AR does. that would be nice. ;) but then AR users would scream OP.
i dnt get it AR users that go 32 -1 complain because they think the Ar is the 'most balanced gun in the game' so anything that kills them even one time MUST be OP. its faulty reasoning they just dont want to actually use tactics. |
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Posted - 2013.06.12 17:50:00 -
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i wasnt all over the place, i actually countered your arguement starting in the real world physics part you mentioned, and then went to the game proving in a logical manner that both your arguements are invalid.
ARs dnt do everything in real life.
ARs shouldnt do everything in the game.
Balance =/= one GOD weapon. period.
Is that clear enough for you? |
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Posted - 2013.06.12 18:21:00 -
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most of the people commenting dnt want heavies to get a buff, because then the heavy would actually have a purpose in the game.
the HMG is garbage right now. it seems as though it was balanced against the SMG because the SMG does more damage with half the fire rate...lol
CCP forgets when balancing weapons balance them based on their 1. purpose, then 2. category first, then other 3. weapon categories, 4. private server testing. 5. feed back
the HMG should first have whatever damage the feel would help it accomplish its purposes, lets say 100hp per shot, then they look at the other heavy weapons, and say 100hp is too much lets reduce that to 40hp. then they look at other weapons categories, and say ok 40hp is really high considering the fire rate, lets bring it down to 35hp per shot.
finally they test it in their servers and find that 35 is too high. and they bring it down to a base damage of 25 per shot.
with a high fire rate, and large magazine size it is designed to suppress and destroy enemies infront of it. thats its purpose, but based on the long reload, and the suits low speed, it needs a higher damage to be effective.
after some testing on their servers they may bump it to 27hp. before an up date. then they should release the patch notes a week before the update and after letting players play for a month get feedback.
finally they should adjust accordingly with slight buffs/nerfs as need be.
^^this is how you balance a weapon.
never let a gun loss its PURPOSE in balancing it because then it has NO POINT in being in the game. |
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Posted - 2013.06.12 18:32:00 -
[32] - Quote
^^this |
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Posted - 2013.06.12 21:40:00 -
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it doesnt need tweaks, i needs to either be fixed or removed from the game altogether and have SP refunded, because i could really use the SP back.
i live longer and get just as many if not more kills with my scrambler pistol than i do with the HMG. i should just request another respec and leave other heavies to suffer. in my free @$$ dren suit with my dren AR and no damage mods, i crush proto heavies. if i had my skills in ARs id be unstoppable. |
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Posted - 2013.06.12 21:41:00 -
[34] - Quote
Alldin Kan wrote:There's people still discussing something that no longer needs tweaks?
it needs far more than a tweak |
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Posted - 2013.06.12 22:14:00 -
[35] - Quote
look. anyone who knows me, knows that in any match type i can use a heavy and go 20+k and 4-d. I am a professional heavy. but, for the aforementioned reasons, the suit and the weapon pail in comparison to the very thing HMGs are supposed to be a better version of, ARs.
just last match i got 32-2 so, maybe you need to step it up, because i can do all that without a logi. in fact just last week i got an orbital by myself. but at the same time if their are abunch of proto thugs running around with proto ARs their is nothing you can do they out range and dps you and they have the mobility advantage.
so, when i say that i do beter with the AR that means, i am doing exceedingly well. most people using ARs have no skill. i have killed proto shield tanking logis with my 'dren' AR because the were just standing still and shooting without moving around, strafing.
that means that they just rely on their suits and high powered guns to get skills. dnt give me that BS. oso tiburon dudo que tu usas el traje pesado pues, tu hablas omo si fuera uno de los usadores de la ametralladora de asulto.
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Posted - 2013.06.13 03:25:00 -
[36] - Quote
yeah all my points are in heavy suits. but the dren stuff is different. the HMG needs some fixes. when i speak off buffs im taking about slight buffs, that a heavy would notice immediately but most players wouldnt really notice (they die alittle more but would probably dismiss it as something else).
a slight range buff, a slight damage buff, a slight movement and turn speed buff, thats all im asking. do i want the HMg to be the i win button everyone thinks it is? NO. do i want the heavy suit to be the unstoppable juggernaut everyone is afraid of? NO.
i want a useful weapon not a a fully automatic water balloon cannon. i want a suit that is balanced for its purpose, not a pair of pajamas with pillows in it. is that too much to ask? |
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Posted - 2013.06.13 08:46:00 -
[37] - Quote
Lance 2ballzStrong wrote:SoTa PoP wrote:Lance 2ballzStrong wrote:Alldin Kan wrote:There's people still discussing something that no longer needs tweaks? i think people can discuss whatever they want... You just want your thread to keep growing :P actually i haven't bumped the thread once... at least not after the dev commented in it. It keeps coming back now and then lol Should rename it to "Heavies post here!"
hey dude i just played your squad in a match a few minutes ago, you guys are pretty good. the map was abit laggy though i probably should have reset. why was everyone running so much proto gear in pub matches? i still did good with my heavy but it still desparately needs a fix. |
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Posted - 2013.06.14 05:48:00 -
[38] - Quote
^^and thats why i say the HMG needs a buff. if the HMG does AR damage, but with 5% less range than an AR, keeping all current factors the same. i think the weapon will get balanced out.
so,
-same damage per lvl as full auto ARs (std, adv, proto) -5% less range than a full Auto AR -all other factors stay the same.
these combined will balance out the heavy weapon. the suit is another story but this for the weapoon will make it worth specing over 2.5 million SP into. |
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Posted - 2013.06.14 06:51:00 -
[39] - Quote
Cosgar wrote:D legendary hero wrote:^^and thats why i say the HMG needs a buff. if the HMG does AR damage, but with 5% less range than an AR, keeping all current factors the same. i think the weapon will get balanced out.
so,
-same damage per lvl as full auto ARs (std, adv, proto) -5% less range than a full Auto AR -all other factors stay the same.
these combined will balance out the heavy weapon. the suit is another story but this for the weapoon will make it worth specing over 2.5 million SP into. Yeah, the suit is fine, it's the weapon that needs work. Without other heavy weapons for the HMG to be balanced amongst its class with, it winds up getting watered down to the standards of light weapons because it's the only anti-infantry heavy weapon.
the suit could use a slight buff too, i have that in a separate post.
but as far as the weapon itself is concerned, it'll better be able to accomplish its purpose if they buff the way i recommended.
quite frankly it does'nt need other heavy weapons to balance against it, as long as its purpose is clear. its supposed to be an anti-infantry, suppressive weapon.
if it has the same damage as an AR with 5-10% less range than a full Auto AR does right now it will be able to do its job very well.
alot of people cried OP in the past because they like to stand still and shoot and charge directly into gun fire, but the HMGs purpose sis to supprese advancing troops, or help its squad to advance by suppressing the enemy. as a result noobs who just ran directly at the HMG died in the old build, no people can still charge an HMG and win out or do massive damage, making the HMG lose its purpose.
CCP buff the range and damage as i have recommended and the weapon will need no further fixing. |
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Posted - 2013.06.14 07:15:00 -
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RoF is fine, i dnt wanna burn through my 425 too fast as it is real easy to miss with this HMG but more damage per shot is very important as the dispersion kills the DPS. 18hp is way too low for this guns role, it needs to be at least 20+ std. ideally 30+ is the way to go. that way it can do its job, anyone dumb enough to run into the stream of bullets should die. |
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Posted - 2013.06.28 02:42:00 -
[41] - Quote
bump |
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Posted - 2013.06.28 02:51:00 -
[42] - Quote
CCP Remnant wrote: Please don't take this as me being snarky, but you guys do know that the HMG dispersion get tighter the longer you fire it, right?
^^why does the AHMG do the same DPS as an SMG with on a 2m increase on the regular HMG? |
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Posted - 2013.06.30 05:36:00 -
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the heavy suit and HMG are utterly pathetic. the only time i die to a heavy is a.) when you spawns right behind me while im at an objective or CRU) or b.) when someone with a sniper or assault rifle are shooting at me and he gets the last shot in.
when i use my 'dren' assault suit with freaking pillows for armor and shields easier to break than an iphone screen. my ehp is 314 or a little more. i have no SP into Ars, i put one complex damage mod on my 'dren; AR and just aniliate heavies complete. at all ranges. if they are too close i just jjump around them and spray and i just completely make them my b****.
the heavy suit is so susepitble to everything that i can run away through grenades at them shoot and they cnt get away from my uncooked grenades...lol
the worst part is that i have basic armor repairers on so, if i move long enough out the way my shields and armo come back and the heavy jsut can't damage me enough to be worth anything.
i use heavy suits so its real easy for me to take advantage of them |
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