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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Blammmo
Better Hide R Die
24
|
Posted - 2013.05.08 16:13:00 -
[271] - Quote
Lol, I miss the days when someone with an AR would see me at close range and immediately back away spamming grenades in a 1v1 with my HMG, over the course of these last few days since uprising they don't even bother tossing one. By now, most everybody has found that if they just strafe shoot me even in close quarters that they will come out the winner. Thank you to all of you who are posting the great feedback on this thread, together we can stop the senseless slaughter of the heavy and remove them from the endangers species list |
EnIgMa99
Imperfects Negative-Feedback
266
|
Posted - 2013.05.08 16:19:00 -
[272] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. 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! You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. we havent got the range to put down damage, we have to much spread to concentraight fire, we dont have the damage to hurt a target. putting those three together hurt just too much. We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close We didn't touch the movement and tracking speed on the Sentinel suit.
thats alot of SP to spend for such a situational suit
|
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
181
|
Posted - 2013.05.08 16:22:00 -
[273] - Quote
Terarrim wrote:As a logi bro with a suit I designed to support heavies especally heavy with hmg's I feel the hmg is compeltly broken.
It is nice seeing a Logi supporting his Heavy's out of game as well.
Just to bad you have a hard time supporting them in game now due to CCP breaking things. |
Disturbingly Bored
Universal Allies Inc.
194
|
Posted - 2013.05.08 16:29:00 -
[274] - 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.) |
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
550
|
Posted - 2013.05.08 16:29:00 -
[275] - Quote
EnIgMa99 wrote:thats alot of SP to spend for such a situational suit
1: We haven't seen the other heavy suits yet 2: We haven't seen the other heavy weapons yet 3: Slow down, the game isn't even "launched" yet, and even if you consider open beta, it hasn't even been out a half a year yet.
Yeah, I understand the current frustration. but patience is a virtue, especially for people who play CCP games. lol. Furthermore, they didn't say heavies couldn't lead the charge, just that it wasn't their intended role for the heavy. Granted, I do think it's interesting they would pidgeon-hole the current heavy into such a ... "side role" when all the other classes are relatively versatile. but the name of uprising is Teamwork. if you have a good team, you can dominate. be it a frontline heavy, a rapid attack scout, an assault logi *harfff* or even a good frontline assault.
But if you suck at this game, no amount of EHP or range should change that. if you want more range, try a different gun. not everyone can play the role of the heavy right.. but...
You should carry the dropsuit and weapon, not the other way around. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
32
|
Posted - 2013.05.08 16:36:00 -
[276] - Quote
Orin the Freak wrote:EnIgMa99 wrote:thats alot of SP to spend for such a situational suit
1: We haven't seen the other heavy suits yet 2: We haven't seen the other heavy weapons yet 3: Slow down, the game isn't even "launched" yet, and even if you consider open beta, it hasn't even been out a half a year yet. Yeah, I understand the current frustration. but patience is a virtue, especially for people who play CCP games. lol. Furthermore, they didn't say heavies couldn't lead the charge, just that it wasn't their intended role for the heavy. Granted, I do think it's interesting they would pidgeon-hole the current heavy into such a ... "side role" when all the other classes are relatively versatile. but the name of uprising is Teamwork. if you have a good team, you can dominate. be it a frontline heavy, a rapid attack scout, an assault logi *harfff* or even a good frontline assault. But if you suck at this game, no amount of EHP or range should change that. if you want more range, try a different gun. not everyone can play the role of the heavy right.. but... You should carry the dropsuit and weapon, not the other way around.
Orin, the problem is that you're asking heavy players to wait to spec until new heavy suits and weapons come in to the game on the hopes that the future may be brighter.
That's a lot to ask people who actually enjoy playing the class, and doesn't lead one to have the hopes that statement requires. |
Master Jaraiya
Ultramarine Corp Orion Empire
20
|
Posted - 2013.05.08 16:37:00 -
[277] - Quote
Please guys stop ragging on CCP for "breaking" the game...it isn't broken! So they need to rework a few things so what. Name one single game that didn't. At least in DUST 514 we have the ability to give them CONSTRUCTIVE FEEDBACK in order to help make the game a better experience. How many other FPS games can we say the same thing about.
That being said, thank you CCP for doing everything within your power to make this FREE game fun for all. |
Zero Harpuia
WarRavens Orion Empire
443
|
Posted - 2013.05.08 16:39:00 -
[278] - Quote
Orin the Freak wrote:EnIgMa99 wrote:thats alot of SP to spend for such a situational suit
1: We haven't seen the other heavy suits yet
When they do come out, that'll be another group of an equal SP expenditure, NOT the same WPs. Remember the whole Racial Frame Size then Racial Dropsuit Type setup? More Hoovs may come out, but they won't be under the same SP umbrella. |
Purescar Engine
CrimeWave Syndicate
5
|
Posted - 2013.05.08 16:49:00 -
[279] - Quote
I respeced back into HMG for Uprising and now run around in the free fit milita assault and medic fits as i now find its easier to kill at close-mid range with those fits than that of a heavy using an MH82. The Militia assult rifle seems so much more effective than an MH82 this surley isnt right??? |
Oxskull Duncarino
Shadow Company HQ
185
|
Posted - 2013.05.08 17:02:00 -
[280] - Quote
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. |
|
Caineghis Beoulve
Pro Hic Immortalis RISE of LEGION
4
|
Posted - 2013.05.08 17:10:00 -
[281] - Quote
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. |
Atticus Wolf
ROGUE SPADES EoN.
15
|
Posted - 2013.05.08 17:13:00 -
[282] - Quote
This has been stated before but this problem can be solved here
https://forums.dust514.com/default.aspx?g=posts&t=73708
Devs really need to read this |
General Tiberius1
ZionTCD Unclaimed.
594
|
Posted - 2013.05.08 17:14:00 -
[283] - Quote
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 |
General Tiberius1
ZionTCD Unclaimed.
594
|
Posted - 2013.05.08 17:16:00 -
[284] - Quote
CCP Remnant wrote:That's odd.
Is that 20m as seen from the target intel info on-screen? I double-checked the curves like five minutes ago and they're definitely 30m for optimal range.
I'll investigate further.
optimal feels like 20meters for any standard HMG. at 30 you start to REALLY feel the effects of dropoff.
(farthest HMG kill was 42 and that was me stealing it) |
General Tiberius1
ZionTCD Unclaimed.
594
|
Posted - 2013.05.08 17:18:00 -
[285] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. 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! You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. we havent got the range to put down damage, we have to much spread to concentraight fire, we dont have the damage to hurt a target. putting those three together hurt just too much. We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close We didn't touch the movement and tracking speed on the Sentinel suit.
what about the BASE heavy suit? tracking seems horendous on it, and some of us heavies don't WANT to be sentenals |
copy left
Greatness Achieved Through Training EoN.
125
|
Posted - 2013.05.08 17:19:00 -
[286] - Quote
CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. 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!
What are you going to do when the 5KM maps show up? Being able to only shoot 30 Meters in front of me is not going to be enough. Will you be Hard capping the range depending on the map size. Like on 5 km matches you extend the range for every weapon?
|
General Tiberius1
ZionTCD Unclaimed.
595
|
Posted - 2013.05.08 17:19:00 -
[287] - Quote
CCP Remnant wrote:Master Jaraiya wrote:CCP Remnant wrote:That's odd.
Is that 20m as seen from the target intel info on-screen? I double-checked the curves like five minutes ago and they're definitely 30m for optimal range.
I'll investigate further. The longest HMG kill I have gotten was 29m and that took nearly an entire clip because the spread is so wide at that range it becomes highly ineffective. 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?
yes, but when the target MOVES that doesn't work all that great..... |
General Tiberius1
ZionTCD Unclaimed.
595
|
Posted - 2013.05.08 17:22:00 -
[288] - Quote
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 |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
|
Posted - 2013.05.08 17:22:00 -
[289] - 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
|
Posted - 2013.05.08 17:23:00 -
[290] - 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
|
Posted - 2013.05.08 17:26:00 -
[291] - 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
|
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
|
Posted - 2013.05.08 17:28:00 -
[292] - 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. |
Glorithiel Laenreth
Prima Gallicus
1
|
Posted - 2013.05.08 17:51:00 -
[293] - Quote
Just a little thing, in the real world, range of a HMG M2-HB Browing (cal 50) = 1200 meters. Range of a assault rifle = 300-400 meters. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1477
|
Posted - 2013.05.08 17:56:00 -
[294] - Quote
Wait... a dev actually read our suggestions, and a slight fix is coming?
Tbh, I didn't expect this, but thanks. |
Disturbingly Bored
Universal Allies Inc.
194
|
Posted - 2013.05.08 17:56:00 -
[295] - 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.) |
oso tiburon
The Generals EoN.
2
|
Posted - 2013.05.08 17:58:00 -
[296] - Quote
Lance 2ballzStrong wrote:Played literally a couple matches, but got enough kills and deaths to figure out it's "role".
Basically 1-10m you're main enemy is the shotgun. The HMG is effective in this range, and with concentrated fire, you'll get the kill. I faced Militia Assault all the way up to Proto Suits. Up close the proto assault poses a clear threat, but in most cases a good player would either run away, or kill you.
Shotgun? Allot trickier. Because of the optimal range on the HMG, which the numbers might say is 15m, it feels more like 10m, by the time the shotgun gets in HIS range, it might be too late to take him out. Especially if he's shield tanking.
MD's? Clear winner against HMG's. You can't get close enough, fast enough is basically the problem. The range on the HMG doesn't allow for keeping people's heads down.
Past 10m going into 15m is where things get hazy. At this range it takes ALLOT of bullets to take down Adv suits, even suits that have taken damage. Not because of damage, well tbh a little, but the BULLET SPREAD. Nerfing the range, but not buffing the horrible bullet spread makes it a tripple nerf imo. Dmg, range, and not touching the bullet spread.
15m-20m range, it's more like farting against thunder at this point. If you wanna feel like you're doing something or if someone is really weak, yeah. Spray in the direction and hope you get and assist or better yet a kill.
Now being a heavy myself, i try to be as objective as possible. I'm aware we got a buff in HP, and tbh, it's needed with the amount of bullets required to kill. We go down just as easy with team fire as we did before.. Nothing changed there. I'm also aware we got our prices reduced, but one can argue every class got their prices reduced.
Does the price drop make a difference? My Adv set up is 60k+ ISK. Adv suit + Adv HMG. + complex extenders. If you die more than 3 times, which is VERY LIKELY, your profit margin is slim to none. You can try running cheaper fits, but that means your killing efficiency and your chances of staying alive longer drops. It's looking like a high risk, low reward atm.
ONLY way to make your heavy set up profitable, is to have a Logi player tied around your neck.
Personally, I would like to see a buff in either range, dmg, or bullet spread. The effect of these things put together makes the HMG feels like a toy gun.
People always bring up the argument that HMG are suppose to be used as a supportive role. Well, how can we support with no range? How can we help with low dmg, and how can we keep people's head down with a bullet spread as bad as it is now?
As always, opinions, and arguments for / against are welcomed. Keep the trolling to a minimum please. agreed its damn near impossible when the old broadside vs new broadside take away 3.5 hp per shot cut the effective range in half and give it the spread of a 12 gauge short barrel with no choke ... truth is they want the heavys gone so the call of duty players can take over |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
121
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Posted - 2013.05.08 18:00:00 -
[297] - Quote
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.
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Chinduko
KILL-EM-QUICK RISE of LEGION
37
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Posted - 2013.05.08 18:07:00 -
[298] - Quote
Every class should be able to attack and defend as a squad. Along with defending an objective with suppressive, heavies should also be able to attack by using the same suppressive fire in order to keep the defenders pushing back while the heavy's squad pushes forward. Since the HMG is no longer respected and feared, it suppresses no one.
At the moment, the heavy is only able to perform, and poorly at that, in narrow corridors. They have a hard time defending letters out in the open which seems to be the majority.
The last build wasn't extremely friendly to the heavy, especially with the drop in efficiency as you advanced but there were far fewer issues all around.
CCP should have left most of the game the same.
So far the improved graphics and the skill tree system are the only improvements I've noticed.
I thought most of the weapons were balanced fairly well also.
Dust 514 was in the Beta before uprising but the new build seems to have taken a step backwards. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
25
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Posted - 2013.05.08 18:14:00 -
[299] - Quote
I acutally dont know much about heavy move speed, so ill concede it may not need to change.
Armor plates are BS for any medium/light frame suit, you can't have move speed penalties in this game, you just cant, period. In an FPS strafe speed is god, esp with the way hit detection works in this game. As long as armor plates reduce movement speed they can never be as good as shields, period.
Armor plates should be higher EHP with less ability to repair. Shields are in a great place now with the 6ish second recharge delay and the 18-20/s recharge rate. Armor should give you higher health, but you can't self rep it that fast.
Heavy bonuses should reflect the fact that they have way more health, and so they get much less from mods than medium and light frame suits do. Also, as a logi myself, I hate repping heavies anymore... it takes forever! A boost to rep rate on heavy suits would go a long way to helping get logis to keep healing them. When my assault buddy takes ~5s to rep up but the heavy blueberry takes ~15-20s to rep up? Yeah.. ill rep my assault buddy and move back to slaying, im not wasting my time healing a heavy whos just gonna lose all that armor in seconds the moment he pops out of cover.
I'm assuming at some point caldari heavy suits will be introduced into the game, the perfect bonus for them would be increased shield extender efficiency (current caldari logi bonus). Amarr armor tanking heavies should have boost to armor reps (cause 5/s is lulz when you have 700 but amazing when you only have ~200-300).
Thats my view on it at least, I feel like a lot of these logi bonuses feel like heavy bonuses. And the logi bonuses are just flat out better than the assault bonuses in most cases. I wonder if the guy who thought up these racial bonuses in the first place plays the game?
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General Tiberius1
ZionTCD Unclaimed.
595
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Posted - 2013.05.08 18:23:00 -
[300] - Quote
Lance 2ballzStrong wrote:Wait... a dev actually read our suggestions, and a slight fix is coming? Tbh, I didn't expect this, but thanks.
i know right? he must be new to CCP |
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