Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
XxWarlordxX97
Internal Error. Negative-Feedback
1742
|
Posted - 2013.05.14 03:03:00 -
[781] - Quote
You guys don't want to see my HMG |
Master Jaraiya
Ultramarine Corp Orion Empire
37
|
Posted - 2013.05.14 03:04:00 -
[782] - Quote
Talruum Tezztarozza wrote:suppression heavy weapon
I would absolutely love to see some kind of suppression effect on the HMG i mean seriously, if I'm spraying a red in the face with 2k - 4k rpm how is it possible for him to see to shoot me with an AR?
I actually had a couple of really good ideas for the HMG on page 23, but they got buried:
https://forums.dust514.com/default.aspx?g=posts&t=73100&p=23 |
Master Jaraiya
Ultramarine Corp Orion Empire
37
|
Posted - 2013.05.14 03:07:00 -
[783] - Quote
General Tiberius1 wrote:holy wall of text batman, it's still alive?!?!
just thinking about that classic LOL
+1 |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
115
|
Posted - 2013.05.14 03:12:00 -
[784] - Quote
XxWarlordxX97 wrote:You guys don't want to see my HMG It still lack range I guess ? |
XxWarlordxX97
Internal Error. Negative-Feedback
1743
|
Posted - 2013.05.14 03:13:00 -
[785] - Quote
Talruum Tezztarozza wrote:XxWarlordxX97 wrote:You guys don't want to see my HMG It still lack range I guess ?
Because it will be the last thing you see,
Thank thank |
General Tiberius1
ZionTCD Unclaimed.
713
|
Posted - 2013.05.14 03:19:00 -
[786] - Quote
XxWarlordxX97 wrote:Talruum Tezztarozza wrote:XxWarlordxX97 wrote:You guys don't want to see my HMG It still lack range I guess ? Because it will be the last thing you see , Thank thank
lmao |
D legendary hero
One-Armed Bandits Unclaimed.
18
|
Posted - 2013.05.27 15:38:00 -
[787] - 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!
|
XxWarlordxX97
Internal Error. Negative-Feedback
1793
|
Posted - 2013.05.27 17:22:00 -
[788] - Quote
D legendary hero wrote:-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!
If they do this I may stay heavy |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:28:00 -
[789] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:-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!
If they do this I may stay heavy
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. |
XxWarlordxX97
Internal Error. Negative-Feedback
1793
|
Posted - 2013.05.27 17:35:00 -
[790] - Quote
Alaika Arbosa wrote:XxWarlordxX97 wrote:D legendary hero wrote:-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!
If they do this I may stay heavy 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. You just did, Because the Tact AR kills my heavy so fast and I have 647 in shield 506 in armor. that is why I'm thinking of going AR |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:39:00 -
[791] - Quote
XxWarlordxX97 wrote:Alaika Arbosa wrote:XxWarlordxX97 wrote:D legendary hero wrote:-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!
If they do this I may stay heavy 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. You just did, Because the Tact AR kills my heavy so fast and I have 647 in shield 506 in armor. that is why I'm thinking of going AR
Not my fault that CCP is waiting for everyone to respec into DTARs before they beat them into the ICU with the nerf bat.
Heavies are Heavies, not bulky Assaults. They need to be buffed to reflect this, this would include a nerf to movement speed and a buff to Raw HP, resists and turning speed (IMHO). |
XxWarlordxX97
Internal Error. Negative-Feedback
1793
|
Posted - 2013.05.27 17:42:00 -
[792] - Quote
Alaika Arbosa wrote:XxWarlordxX97 wrote:Alaika Arbosa wrote:XxWarlordxX97 wrote:D legendary hero wrote:-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!
If they do this I may stay heavy 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. You just did, Because the Tact AR kills my heavy so fast and I have 647 in shield 506 in armor. that is why I'm thinking of going AR Not my fault that CCP is waiting for everyone to respec into DTARs before they beat them into the ICU with the nerf bat. Heavies are Heavies, not bulky Assaults. They need to be buffed to reflect this, this would include a nerf to movement speed and a buff to Raw HP, resists and turning speed (IMHO). Slower movement speed means LAV problems |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:54:00 -
[793] - Quote
Alaika Arbosa wrote: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.
Already happening! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:57:00 -
[794] - Quote
@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). |
XxWarlordxX97
Internal Error. Negative-Feedback
1793
|
Posted - 2013.05.27 18:49:00 -
[795] - Quote
Alaika Arbosa wrote:@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). Sounds good |
Oxskull Duncarino
Shadow Company HQ
196
|
Posted - 2013.05.27 19:10:00 -
[796] - Quote
Alaika Arbosa wrote:@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). +1 |
D legendary hero
One-Armed Bandits Unclaimed.
21
|
Posted - 2013.05.27 19:33:00 -
[797] - 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 |
Superhero Rawdon
Bloodwolves Battalion
35
|
Posted - 2013.05.27 19:58:00 -
[798] - Quote
omy goody goodness, its back |
Big Popa Smurff
Seraphim Initiative. CRONOS.
213
|
Posted - 2013.05.27 20:18:00 -
[799] - Quote
D legendary hero wrote:[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
YES TO ALL OF THESE PLEASE |
ElitePixelEnemy
OverKill Corp
146
|
Posted - 2013.05.27 20:24:00 -
[800] - Quote
Big Popa Smurff wrote:D legendary hero wrote:[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 YES TO ALL OF THESE PLEASE ME TO |
|
Scheneighnay McBob
Bojo's School of the Trades
1376
|
Posted - 2013.05.27 20:31:00 -
[801] - Quote
I've decided to begin personally looking into heavies.
Bojo's School of the Trades is dedicated to finding out all of the ways to best use everything on the market. |
ElitePixelEnemy
OverKill Corp
146
|
Posted - 2013.05.27 20:38:00 -
[802] - 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. Update: 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! CCP Remnant answers a few questions after his initial reply. Starts on page 10.Last Update: CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range. nICE |
ElitePixelEnemy
OverKill Corp
146
|
Posted - 2013.05.27 20:39:00 -
[803] - Quote
THIS Forum as Over 41 PAGES HOME RUN |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
231
|
Posted - 2013.05.27 21:15:00 -
[804] - Quote
XxWarlordxX97 wrote:Alaika Arbosa wrote:@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). Sounds good
Now, please keep in mind that I am not talking about Heavies as they currently are. If they have their movement speed nerfed, their Raw HP buffed, get variable Armor/Shield Small Arms Fire resists dependant on Racial Variant and get their turning speed increased by roughly double; then they should behave the same as bollards for LAVs/Derpships (the more lightly armored of the vehicles).
I really think that Heavies should be the segue between dropsuits and MTACs and I think that the best way to represent this is detailed above.
Also, HMG should have its damage buffed, though keep its optimal between 10-15m. If you're infantry and you get within that range and you aren't a Heavy, you should be dead before you hear the HMG spinning up. |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
134
|
Posted - 2013.05.28 03:55:00 -
[805] - Quote
Big Popa Smurff wrote:D legendary hero wrote:[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 YES TO ALL OF THESE PLEASE While we are at it. How about we make a heavy look and work like this
|
XxWarlordxX97
Internal Error. Negative-Feedback
1795
|
Posted - 2013.05.28 04:08:00 -
[806] - Quote
D legendary hero wrote:[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 I have 7mil in to the heavy still bad |
XxWarlordxX97
Internal Error. Negative-Feedback
1795
|
Posted - 2013.05.28 04:11:00 -
[807] - Quote
Alaika Arbosa wrote:XxWarlordxX97 wrote:Alaika Arbosa wrote:@Warlord
I am guessing that you haven't noticed me refer to Heavies as "semi-mobile bollards". I really think CCP needs to look at making them react to LAV impacts the same way that bollards react to vehicle impacts.
I.E. If the driver is stupid enough to collide with a heavy, he deserves to be stopped dead in his tracks and take significant damage (if not blow up outright). Sounds good Now, please keep in mind that I am not talking about Heavies as they currently are. If they have their movement speed nerfed, their Raw HP buffed, get variable Armor/Shield Small Arms Fire resists dependant on Racial Variant and get their turning speed increased by roughly double; then they should behave the same as bollards for LAVs/Derpships (the more lightly armored of the vehicles). I really think that Heavies should be the segue between dropsuits and MTACs and I think that the best way to represent this is detailed above. Also, HMG should have its damage buffed, though keep its optimal between 10-15m. If you're infantry and you get within that range and you aren't a Heavy, you should be dead before you hear the HMG spinning up.
I like you |
Himiko Kuronaga
SyNergy Gaming EoN.
496
|
Posted - 2013.05.28 04:15:00 -
[808] - Quote
Buffs to the suit?
Sure, I like that.
Can I fire lasers from my eyes as well? |
Chinduko
KILL-EM-QUICK RISE of LEGION
136
|
Posted - 2013.05.28 04:53:00 -
[809] - Quote
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. |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
47
|
Posted - 2013.05.28 04:57:00 -
[810] - 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. We just need more heavy weapons. I'm starting to thing that the whole HMG issue is centered around it being scaled with light weapons when it shouldn't. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 :: one page |
First page | Previous page | Next page | Last page |