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Thread Statistics | Show CCP posts - 7 post(s) |
Disturbingly Bored
Universal Allies Inc.
191
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Posted - 2013.05.07 22:44:00 -
[1] - Quote
Iron Wolf Saber wrote:Recommendations: Increase Damage to fan fest build levels. Bring back Fan Fest blap effect Increase Speed to Accuracy Cap Add sharpshooter skill (lower dispersion)
Iron Wolf Saber, you are my hero sir. Massive kudos for listening, keeping an open mind, and then testing it yourself. |
Disturbingly Bored
Universal Allies Inc.
194
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Posted - 2013.05.08 02:41:00 -
[2] - Quote
Mr Zitro wrote:Alldin has spec every suit and vehicle and dominated, it just happens that you aren't that good with a heavy so sad. Lets just say his gear is black and his gun should say Alldin's Gastun HMG. Lol at how sensitive heavy players are
How about let's not just say that. How about let's say what he actually uses.
Do you mean to say he uses proto suits and officer's HMGs, and thinks that HMG is balanced?
Big surprise. |
Disturbingly Bored
Universal Allies Inc.
194
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Posted - 2013.05.08 16:29:00 -
[3] - Quote
ZDub 303 wrote:Things that are drastically needed:
- Higher turn speed for heavies
- Higher movement speed for heavies
- Drastic changes to HMG damage and range
- More slots for heavies (I mean come on, its a giant heavy suit, yet scouts get more module slots...?)
- The complete removal of speed penalty on armor plates (works in Eve, but its a terrible mechanic in an FPS)
- Potentially a decent amount of passive reps on heavy suits as well, at least the armor variants. Bring the Amarr logi bonus to the heavy suit. 1HP/s passive reps +5% bonus to all incoming repair sources (not quite logi bonus there)
As much as I'd love all the juice you're suggesting so I could start instapwning on every map, your list would make Assaults obsolete.
There's enough cover on the maps as they are (you learn damn fast as a Heavy where to duck), and the best Heavies have learned to use LAVs to cover the wide open ground that would otherwise be our deathtrap.
All Heavy needs now is for a portion of the HMG's former glory to be restored and we'll be fine.
I'll take range or damage, CCP. Looks like Remnant wants to give us range, which is just fine by me.
(The HMG would essentially become an AR with a massive magazine, which is more desirable to me than just swapping an HMG for an AR, I suppose.) |
Disturbingly Bored
Universal Allies Inc.
194
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Posted - 2013.05.08 17:56:00 -
[4] - Quote
Superhero Rawdon wrote: not an effective class at ANYTHING atm, tbh functioning as a heavy is, to say the least, difficult now.
If the HMG is changed how Remnant is describing, it'll be fine.
The problem now is that it's crap at mid-range and only bruises up close where you miss plenty.
If we can do reliable damage further into mid-range, we can lay down more damage when the target is either advancing or retreating. Fits my door-kicking playstyle fine, and also makes us better at holding an objective.
(You need to be able to make them duck their heads at mid-range, otherwise the assaults will just take pot shots at you until you're dead.) |
Disturbingly Bored
Universal Allies Inc.
194
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Posted - 2013.05.09 05:57:00 -
[5] - Quote
Okay, some new data from playing tonight.
Furthest kill: 28m Usual kill range: 12-15m Average range I died at: 19m Weapon that killed me most: GEK-38 AR Suit that killed me most: Caldari Medium Frame ck.0 KDR for the night: 2.1 (underwhelming compared to what it used to be)
Frustrating new discovery:
AR Heavies. I ran into at least one in every game. I lost toe-to-toe against them every single time at every possible range, and I use M-82 HMG with HMG Spec V and 2x Damage Mods.
HMG must be more viable on Heavy than Assault Rifle. I think that should go without saying, but after tonight, it has to be said.
Other things I learned:
If I want to kill beyond 15m, I need to crouch and waste 20% of my clip on barrel spin-up before I can kill at "range." |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 03:41:00 -
[6] - Quote
Morathi III wrote: A tiny buff to the HMG appear enough, if its buffed too high the heavy become too powerfull against cqc scout
CQC Scout was the most efficient Heavy murderer there was last build, second only to skilled Mass Driver users. All they have to do is:
GÇó Approach from non-direct angle and fire first shot GÇó Wait 1/4 second for the heavy to start turning GÇó Strafe in the direction the heavy is turning GÇó Fire second shot, possibly third, +50 WP
I took the lesson from Annie Oakley II, and used it myself when I was getting sick of certain heavies on the opposite team. It was harder for me to kill Assaults as Scout than Heavies when I used it.
Scout approaching HMG Heavy dead-on should honestly be certain death. It would be ridiculous otherwise. |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 13:31:00 -
[7] - Quote
Dis Cord wrote:If they haven't addressed the problem of range, then the HMG is still broken.
The stats make it a lumbering bruiser now, dying at long range. Which is probably the only role for heavy that's actually balanced and still fun to play. (Mid-long range heavy is what was broken in the last build.) |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 14:04:00 -
[8] - Quote
Dis Cord wrote:I disagree. I think that this game's concept of range is the core problem. It is unique to this game, and there's a reason for that. Hard range is a terrible mechanic for weapon differentiation. I know they said they will fix that, but it still begs the question of why a HMG is out ranged by High School quarterbacks.
So, all honesty here:
If they removed the "disappearing bullets" mechanic, they're probably going to mess with shot dispersion and make it kick like a mule to the point that HMG is only really useful at the current ranges anyway.
I don't see longer-range HMG Heavy coming back anytime soon, even with everything CCP said being implemented. But, my crystal ball is as good as yours, so we'll have to wait and see. I'm happy with the changes for now. |
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