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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
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Posted - 2013.05.08 15:36:00 -
[1] - Quote
+1
i find it hard to WANT to log in and play now.... |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
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Posted - 2013.05.08 17:22:00 -
[2] - 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)
agree dissagree - if u make the heavies move as fast as, lets say, logis, then ure rendering logis obsolete. especially with your idea of *more slots*. heavy is a infantry version of a tank. therefore, should b more slow moving
agree agree disagree - dont have a problem with speed penalties with added armor, tbh
agree - dood, passive repair is a must on EVERY suit, imo. even militia. |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
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Posted - 2013.05.08 17:23:00 -
[3] - Quote
General Tiberius1 wrote:Breakin Stuff wrote:CCP Remnant wrote:Breakin Stuff wrote:CCP Remnant wrote:Things relevant to my interest proto HMG lost two high slots for complex mods, lost weaponry bonus, lost over 20% base damage. Excellent point. I'd forgotten that they were being buffed by the blanket bonus to all weapon damage given by the weaponry skill. plus IMHO heavies were far more fun when you played them as door kickers with the full knowledge you were a priority target and going to die first, but do real damage dying. hell yes, i loved that bit, run into a group of enemies with your squad and everyone primaried you as you did insane damage up close. might only get one if they focus fire effectivly, but you go down knowing your assault budies will mop the floor with the enemies blood. now? everyone ignores you and goes after the AR guy that can actually hurt them at a decent range
yeah....like....'die with honor!!!!.....arrrggghhhh *dies* |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
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Posted - 2013.05.08 17:26:00 -
[4] - Quote
General Tiberius1 wrote:CCP Remnant wrote:I don't hate the Heavies. Or the HMG. The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible. Other smaller tweaks like lessening kick (which gets pretty excessive as the weapon nears its heat threshold) and a modest improvement in how quickly the weapon reaches optimal dispersion should make it feel much better. Anyway, thanks for the ten-page thread, guys. I look forward to the next ten pages! yay! somebody commented! does the highlited bit also mean we will be getting our base range put back where it originally started at? an HMG shouldn't be confined to a defensive role in the way this build has forced it to be. as a base heavy, i find it extremly hard to play defence when the person i am shooting at can move faster than i can move my gun, completly defeats the purpose as i tend to end up dead every time. and if the sentinal was designed as a guardian role, what are the basic heavies role? as it sucks just as badly at leadin a charge
seconded
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
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Posted - 2013.05.08 17:28:00 -
[5] - Quote
Caineghis Beoulve wrote:Oxskull Duncarino wrote:TECH-SARGE wrote:Musta Tornius wrote:Jesus christ guys, the optimal range was only decreased 4m. People are just unused to playing without SS causing massive qqing. It's not the range that is the major problem, it's the damage output combined with the accuracy that needs to be looked at. I mean a decrease of 4m is nothing but a 20% downgrade of the base damage might have been a little bit too much. Also the fact that the tracking at close range for the heavy is crap doesn't make it any better. Heavies are not scary anymore and the heavy should be something an assault would want to avoid. I'm in full agreement with ya TECH-SARGE. The range is not the issue here. the issue is the massive damage nurf combined with the grouping of the rounds at optimal. I try to use the assault HMG to help but seeing as it has the exact damage as a SMG, with a longer range and mag, it's no good as at close range we can't turn to use its damage, and at optimum range while crouched, an AR can shred us before we can do much to the user. There is a misconception here, if they want us to be a CQC defender they need to give us tools to perform that job, these tools are more damage, more turning speed but less range and less walking and sprint speed. If they want us to be a suppression class, they need to give us more range and more walking and sprint speed but less damage and turning speed, so we can suppress at long range. The heavy suit right now does not have the appropiate tools to perform his job of a defender because we have short range, low damage, low speed and low turning speed so we are no where an effective class in the role we are suppose to be.
not an effective class at ANYTHING atm, tbh functioning as a heavy is, to say the least, difficult now. |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
19
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Posted - 2013.05.09 15:51:00 -
[6] - Quote
Disturbingly Bored wrote: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.)
still cant turn for ****.......
look, the damage and range from b4 uprising was perfect for our supposed 'role' on the battlefield. a walking tank with a mini-gun, who is slow moving, able to hold objectives/tactical points, and DECENT at CQC
honestly, even if they bring one back (range or dmg) we still wont b as strong as we could, or SHOULD, be |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
19
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Posted - 2013.05.09 15:54:00 -
[7] - Quote
Tiberion Deci wrote:Superhero Rawdon wrote: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)
agree dissagree - if u make the heavies move as fast as, lets say, logis, then ure rendering logis obsolete. especially with your idea of *more slots*. heavy is a infantry version of a tank. therefore, should b more slow moving agree agree disagree - dont have a problem with speed penalties with added armor, tbh agree - dood, passive repair is a must on EVERY suit, imo. even militia. With regards to suoerhero rawdon: Agree Disagree. Making heavies faster doesn't obsolete logis unless we can carry our own equipment too. Agree Agree Agree, but smaller penalties. We are slow enough already :( Agree.
touche, Tiberion. i forgot about eq slots
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
19
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Posted - 2013.05.09 16:30:00 -
[8] - Quote
Lance 2ballzStrong wrote:CCP Remnant wrote:Yeah... right now only the Amarr heavy frame model is complete. In Uprising we've started pushing all the suits more into specific race profiles, but of course when you're missing 75% of the other frame options you're bound to have some balance holes. The Caldari, Minmatar and Gallente heavy frames are coming, but not as soon as we'd all like.
To that point though, how would you guys like us to approach that? Would you want Type-IIs and more sidegrade variants to tide you over until the other suits come online? (Even knowing that we'll probably retire them once the others arrive?) Having more choices in suits is always a good thing. Having said that, I didn't really have a problem with the current suits other than being forced to spec into only 1 race. Slower mobility is a pain, but it becomes even more of a pain with the limitations of the current HMG. If we had more range / dmg / tighter spread / something that improves the HMG in general, then adapting to a slower suit becomes easier. Like if I had this suit in the last build but with the old HMG stats, it would have been a matter of changing playstyle, to a more defensive role due to lack of mobility and speed. Faster suits encourages a more aggressive heavy playstyle...at least for me!
my answer, remnant, is exactly the same as lance's here. the new suit is fine....i dont really care about the suits. i care about the HMGs and being able to functionally do my job on the battlefield. the job im not able to do now..... increase range and dmg (preferably back to where they were, or VERY close to it), tighter spread, maybe maybe a buff to turn speed...... im fine with every other aspect, really |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
19
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Posted - 2013.05.09 16:41:00 -
[9] - Quote
Master Jaraiya wrote:Grenadez Rollack wrote:Master J I respect that to the fullest but right now there is no real heavy I still run the HMG despite its current state, and I know there are some who stand with me (you know who you are).
meh
only bc i have no choice.....dont have enough SP to spec into assault (not that i want to spec into assault or anything ) |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
19
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Posted - 2013.05.09 16:48:00 -
[10] - Quote
sticky this thread, already......sheesh |
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.09 17:27:00 -
[11] - Quote
Emi Love wrote:CCP Remnant wrote:martinofski wrote:
I think with the current maps design, we should have received another race for the heavy, a shield, fast version for "running" around and turning at reasonnable speeds so we can track the guy running and jumping in minmatar logi using their 4high,4low,4equip setup and duvolles.
This patch was indead bad for the heavys since you either use what is available and run the sentinel that you don't want, or you do like me and don't upgrade the dropsuit and use the militia one to save your SP.
Yeah... right now only the Amarr heavy frame model is complete. In Uprising we've started pushing all the suits more into specific race profiles, but of course when you're missing 75% of the other frame options you're bound to have some balance holes. The Caldari, Minmatar and Gallente heavy frames are coming, but not as soon as we'd all like. To that point though, how would you guys like us to approach that? Would you want Type-IIs and more sidegrade variants to tide you over until the other suits come online? (Even knowing that we'll probably retire them once the others arrive?) I think that this would be a good idea, a few different variants as you stated it might be a while until the rest of the suits arrive My suggestion would be shield variant, (400-550 hp) Less armor - (around 200- 280 hp should be in line with the overall buff) 2 hi slots 1 low And the rest stand ard for heavys A heavy suit with dual light and heavy weapon slot Comes with equal armor and shield (300-400 each) Only 1 hi and low slots And the grenade slot However has lower cpu/pg overall as well, even after maxed circuitry and other cpu/pg enhancing skills (this is to help balance this suit so two proto weapons pretty much takes all of the cpu /pg for the suit, or can run a advance secondary weapon and fit a high/low mod) Not sure what else, but I think it would be a good idea to at least have some variety even if only for it gets taken away when the racial suits get here, in I'm assuming 6months - ish Also I didn't mention how to fix the hmg as enough ppl have giving you good/great advice already, Also thanks for engaging in the thread CCP Remnant
well.....ok then
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.09 18:52:00 -
[12] - Quote
Caineghis Beoulve wrote:Tiberion Deci wrote:martinofski wrote:Caineghis Beoulve wrote:We are forgetting the most important part here, is that the HMG is not fixed, we need the HMG to be able to perform our job, be it as a defender or as an attacker.
We need the HMG restored to Chromosome stats, that was really balanced Would need to be rebalanced concidering all other weapon got changed. Wouldn't bet as balanced as it was if exactly as before. But, yes Let focus on HMG. Maybe we should pull some numbers to help the devs. I will look at some stuff tonight and see if I can post something. Testing with blue mate let say for distances. I thought the chromosone stats were fine. Non hmg users just didn't realize the range was "ridiculous" because all heavies worth their salt HAD to get sharpshooter to at least level 8 to be worth anything because that's what all the light weapon users did. It was an arms race that was fair (except lasers, sorry), but we got thw shortest end of the stick when everything got rebalanced. Yeah, we had to skill into SS otherwise we werent be able to shoot anyone with the insane range of AR and laser rifle, i think the range withour SS was ok for the HMG in Chromosome and the damage was more than good, in fact no one complain about the damage of the HMG in the forums back in chromosome
^this which makes u wonder why the damage was touched at all........ |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
|
Posted - 2013.05.09 20:26:00 -
[13] - Quote
just to keep it bumped
its disappointing to think that we've been suckered into this situation, to do a job we cant do anymore
camp corners? never. i like the heavy class too much to give up on it, but man.......
as the last heavy in my corp, i can honestly say that depression has set in (as far as gaming goes, lulz) |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.09 20:54:00 -
[14] - Quote
Caineghis Beoulve wrote:Lance 2ballzStrong wrote:Superhero Rawdon wrote:just to keep it bumped
its disappointing to think that we've been suckered into this situation, to do a job we cant do anymore
camp corners? never. i like the heavy class too much to give up on it, but man.......
as the last heavy in my corp, i can honestly say that depression has set in (as far as gaming goes, lulz) well that's what Assault players cried for. "HEAVIES ARE A SUPPORT CLASS, AND TO DEFEND OBJECTIVES!!! QQ... THEY HAVE TOO MUCH RANGE...QQ" So here we are today camping corners Thankfully I had some SP left to get an assault suit going otherwise I won't be playing DUST at all. This ^ They QQ so much about heavies beign a defender or a support class, when the only way we have to get WP is to kil that means by no choice we are killers
lance - i have 1.3 mil SP left......and im waiting. for what, i dont know. maybe ccp to fix the problem they created?
beoulve - exactly. everyone QQ about everything EXCEPT the damage b4........funny.....
this was mentioned earlier in this thread |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.09 21:16:00 -
[15] - Quote
Lance 2ballzStrong wrote:Superhero Rawdon wrote:lance - i have 1.3 mil SP left......and im waiting. for what, i dont know. maybe ccp to fix the problem they created?
beoulve - exactly. everyone QQ about everything EXCEPT the damage b4........funny.....
this was mentioned earlier in this thread Let's look at what the Dev said: CCP Remnant wrote:Breakin Stuff wrote:CCP Remnant wrote:Things relevant to my interest proto HMG lost two high slots for complex mods, lost weaponry bonus, lost over 20% base damage. Excellent point. I'd forgotten that they were being buffed by the blanket bonus to all weapon damage given by the weaponry skill. It sounds like he was looking at the Damage value on HMG's based on Chromosome's Weaponry lvl 5, which was needed to get HMG's. So that right there added 10% dmg to the base dmg of HMG's. So instead of taking away 10% (weaponry 5) it looks like he took away 10% from the base value (without weaponry 5) So in total it was a 20% dmg nerf.
hahahahahaha
typical just....cant help but lol at this....
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.10 01:59:00 -
[16] - Quote
as i carry on with the HMG, as i specced into those heavy skills (bc thats where they were b4) not knowing what trash has emerged
the ONLY time the HMG is useful (this has been said already too) is that 10meter range...to about 15.....20 if ure lucky......
my longest kill? 33.2 (i think) meters. how? his armor was at about 20 and his shield was gone. and it took about 5 seconds to kill him (yaknow, bullet spread and all)
GFG |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
22
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Posted - 2013.05.10 02:22:00 -
[17] - Quote
General Tiberius1 wrote:https://forums.dust514.com/default.aspx?g=posts&m=774276#post774276
last post by wang
they are "listening"
but next week before we hear anything.......so heavies are screwed till AFTER pc comes, oh joy.....
mehhhhhhhhhh |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
23
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Posted - 2013.05.10 19:58:00 -
[18] - Quote
Disturbingly Bored wrote: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.
lasers, bro. lasers. |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
23
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Posted - 2013.05.10 20:07:00 -
[19] - Quote
HowDidThatTaste wrote:Just to be clear the friendship we showed here is now over I plan on decimating all you fellow heavies on the battelfield. May you die gloriously at the hands of my meat grinder!
come at me, bro |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
28
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Posted - 2013.05.11 00:09:00 -
[20] - Quote
SoTa of PoP wrote:Scouts suits flaws are workable with your speed. But I understand if you have any frustrations - the vets around here who do use scouts don't unite like heavies and tankers do. So I can only assume the class isn't in a bad shape.
But eh, Heavies are lucky to have so many forum warriors on there side.
this is true |
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Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
28
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Posted - 2013.05.11 15:17:00 -
[21] - Quote
well......crapballs......this fell to page 3 |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
31
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Posted - 2013.05.12 21:31:00 -
[22] - Quote
bumping this just bc sota and tiberius and lance and other heavies including myself have worked so hard to keep this afloat
heres to u, fatboys!! |
Superhero Rawdon
Bloodwolves Battalion
35
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Posted - 2013.05.27 19:58:00 -
[23] - Quote
omy goody goodness, its back |
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