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) |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
134
|
Posted - 2013.05.28 05:10:00 -
[811] - Quote
Jenova's Witness wrote: 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.
I completely agree with this one. A heavy is fine. A HMG is fine. We just need more choice in our weapon and suit load out. |
D legendary hero
One-Armed Bandits Unclaimed.
28
|
Posted - 2013.05.28 06:17:00 -
[812] - Quote
Chinduko wrote:Keep it up, maybe CCP will FINALLY realize that the heavy really is UP vs medium suits. CCP could just remove some of the high and low slots of the medium suits. That would might fix the whole problem. Give medium suit a max of 5 high and low medium slots per top tier suit. That might at least make the heavy as weak as in Chromosome when heavies weren't great but definitely not as bad as now. Then again, we had an HMG with good enough range to shoot someone from 20m out as well.
20 mm range is great and make sense as it shoulg have the same range or similar range to an AR. the balance is the dispersion is greater so at the same range the heavy is missing many more shots |
Lance 2ballzStrong
SyNergy Gaming EoN.
1978
|
Posted - 2013.05.28 07:22:00 -
[813] - Quote
Jenova's Witness wrote: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.
Well CCP's balancing act is based on stuff not in the game, and won't be in the game for months still. In the mean time heavies are to make do with 1 suit and 1 weapon (purely anti personnel).
Now I'm not saying the HMG doesn't have a place in the game. Since the small buff it got it's useful...very situational weapon, but still useful. The problem with class is that we went from being a strong attacking / defending class to mainly a defending one in Uprising.
The balancing is wrong if that's what CCP intended as well. We have a CQC weapon, but our turn speed is that of a 747 Boeing. So this situational weapon is rendered even MORE situational due to movement speed. Which again, come right back around to CCP balancing the class based on stuff coming in the future. |
SoTah Pawp
Amarr Templars Amarr Empire
48
|
Posted - 2013.05.28 07:27:00 -
[814] - Quote
we're loved in PC as it is - but it's no fun sitting city side waiting for a push that won't come. Camping is dull and not having access to 3/5 objectives because our weapon has no reach is utter crap. If we do anything but stay in city limits we turn into large moving targets of LOL WHY YOU HERE? |
Himiko Kuronaga
SyNergy Gaming EoN.
506
|
Posted - 2013.05.28 07:29:00 -
[815] - Quote
I'm not entirely certain how adding more weapons to the game down the road which can potentially kill our HMG'r is going to help it.
Then again, honestly... my biggest problem right now is that we are slow and a huge target. We have no movement, and thanks to Uprising we cannot aim properly to track faster targets. But its not really difficult to track us, even with the messed up aim system.
So anyone with a medium frame or smaller has a massive unintended advantage on top of our intended drawbacks.
It's a ****** situation. |
Lance 2ballzStrong
SyNergy Gaming EoN.
1982
|
Posted - 2013.05.28 08:02:00 -
[816] - Quote
SoTah Pawp wrote:we're loved in PC as it is - but it's no fun sitting city side waiting for a push that won't come. Camping is dull and not having access to 3/5 objectives because our weapon has no reach is utter crap. If we do anything but stay in city limits we turn into large moving targets of LOL WHY YOU HERE?
sounds like a blaster instalation lol
|
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
136
|
Posted - 2013.05.28 11:41:00 -
[817] - Quote
Himiko Kuronaga wrote:I'm not entirely certain how adding more weapons to the game down the road which can potentially kill our HMG'r is going to help it.
Then again, honestly... my biggest problem right now is that we are slow and a huge target. We have no movement, and thanks to Uprising we cannot aim properly to track faster targets. But its not really difficult to track us, even with the messed up aim system.
So anyone with a medium frame or smaller has a massive unintended advantage on top of our intended drawbacks.
It's a ****** situation. Because current HMG is a situational weapon. And a heavy have only one anti-infantry weapon. this make us a very situational class, thus generally not useful and/or boring. A shotgun is also a very situational weapon. It's range is even more limited than HMG. Does this make it a dying weapon ? No. It still shine when it shine. Does this make assault class boring ? No. He just grab AR when he goes out in open.
HMG is still doing a fine job where it belong, CQC battle. A heavy is still loved in PC to hold the compound where 2-3 objective lie. However when a heavy want to venture outside the compound. Our best bet is to grab an AR which is silly to do in a heavy suit. We better off going with meduim frame. Now if only we have a long-range anti-infantry heavy weapon, things will change.
I personally don't have a problem CQC with HMG. If you have problem with people circling around you at point blank range, back pedal is your friend. Stay at our sweet spot of 10ish metre and turning speed is less an issue. Fortunately, HMG now pack enough punch that nobody will survive splinting toward us. Those who sprint away rarely survive as well.
Another contribute factor would be our HMG is now actually very accurate, thus need more precise work. Together with odd aiming system (it has become a lot better compare to the beginning of Uprising), I can see it impact many heavies. You need to keep that little dot on the center on enemy, not the whole circle. It won't do ****. This is something outside HMG/Heavy issue. I don't think CCP need to change anything to accommodate this, except the aiming of course. |
xxBIG DIRTYxx
Famous.OTF Only The Famous
15
|
Posted - 2013.06.05 19:03:00 -
[818] - Quote
Give me a Boundless/ Freedom hybrid. Machinegune are about range/ damage nothing else. Make them unwieldy, fine. Make them inaccurate, fine. But give me range & damage. The machine gun. It is what is... At 11.5 m Sp I'm losing interest. |
Denidil Taureran
Turalyon Plus
4
|
Posted - 2013.06.05 19:08:00 -
[819] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: The HMG's optimal range is up to 30m and max. effective range caps out at 50m
So the HMG is a sidearm now
yeah.. a heavy machine gun should really have more range than that. |
KOBLAKA1
Opus Arcana Orion Empire
32
|
Posted - 2013.06.05 19:42:00 -
[820] - Quote
HMGs are supposed to put the fear of god(s) in people. They need range and damage and with how this HMG superior accuracy close to overheat. The british military uses them as small scale artillery they are so accurate. Some uk guys back me up on this. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
300
|
Posted - 2013.06.05 19:42:00 -
[821] - Quote
XxWarlordxX97 wrote: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
I can't shake the feeling that you are patronizing me. |
D legendary hero
One-Armed Bandits Unclaimed.
84
|
Posted - 2013.06.05 22:56:00 -
[822] - Quote
why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) |
XxWarlordxX97
Internal Error. Negative-Feedback
1832
|
Posted - 2013.06.05 23:10:00 -
[823] - Quote
Alaika Arbosa wrote:XxWarlordxX97 wrote: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 I can't shake the feeling that you are patronizing me.
|
XxWarlordxX97
Internal Error. Negative-Feedback
1832
|
Posted - 2013.06.05 23:10:00 -
[824] - Quote
D legendary hero wrote:why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) Agreed |
Lance 2ballzStrong
SyNergy Gaming EoN.
2105
|
Posted - 2013.06.05 23:26:00 -
[825] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) Agreed
at least the turn speed needs to increase. My argument still stands that they gave us a CQC weapon, but the turning makes tracking CQC targets hard. No logic there.
I play on max sensitivity btw. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
301
|
Posted - 2013.06.06 00:38:00 -
[826] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) Agreed
I'll agree that the turn speed should be increased, though I still feel that they should have movement speed of a stump.
Once they give us MTACs, then you can have your high-mobility Infantry (well as Infantry as a Mech can be) tank.
I do have to say that I really, really want the ability to collect helmets so that when we do get MTACs I can spend AUR on having a "grass skirt" for my MTAC that consists of steel cable with PRO helmets at the ends. |
Podge89
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.06.06 01:41:00 -
[827] - Quote
Lance 2ballzStrong wrote:CCP said they are going to look at the numbers and see how they balance the HMG from there...IF they decide to re-balance.
In any case, there's less heavies now than EVER before. People switched. If you're still running heavy after a day, I feel for ya. It's the most frustrating thing I've ever come across in this game. Creating a generic Assault class finally made me realize why my corpmates were having fun.
I was playing and hearing them laugh and have fun, while I was there frustrated as hell and thinking "how dafuq are you guys having fun?!!! this sucks!"
Sure enough, I changed my class, and fun was had. Funny. I hope CCP gets some numbers from the few remaining heavies out there, cuz I'll hardly ever use my suit and HMG, and I'm sure others have switched roles as well.
I almost changed class but iv put so much time and effort into my heavy that it would make me not want to play at all! I love this game it had serious potential even from the start I really would like this sorted out cos rite now it seriously sucks |
General Tiberius1
ZionTCD Unclaimed.
746
|
Posted - 2013.06.06 01:50:00 -
[828] - Quote
this is STILL ALIVE!?!?! |
Podge89
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.06.06 02:09:00 -
[829] - Quote
General Tiberius1 wrote:this is STILL ALIVE!?!?!
Yea well I see they up`d the dmg but the dispersion is still sick, can we not get a skill that makes the circle and dispersion smaller with each level? That would be ideal |
Lance 2ballzStrong
SyNergy Gaming EoN.
2110
|
Posted - 2013.06.06 02:14:00 -
[830] - Quote
Podge89 wrote:General Tiberius1 wrote:this is STILL ALIVE!?!?! Yea well I see they up`d the dmg but the dispersion is still sick, can we not get a skill that makes the circle and dispersion smaller with each level? That would be ideal
They lowered the dispersion by 5%, which made a world of difference. 1-10m is no problem, 10-20m is where you'll notice the spread. Tbh, I like where the HMG is now compared to the start of Uprising.
If CCP would remove the range hard cap, then HMG would be allot better. Hopefully the spread doesn't increase as range increases. The dmg should drop off, not the spread increase + dmg drop off.
But we'll see. |
|
XxWarlordxX97
Internal Error. Negative-Feedback
1834
|
Posted - 2013.06.06 02:28:00 -
[831] - Quote
Alaika Arbosa wrote:XxWarlordxX97 wrote:D legendary hero wrote:why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) Agreed I'll agree that the turn speed should be increased, though I still feel that they should have movement speed of a stump. Once they give us MTACs, then you can have your high-mobility Infantry (well as Infantry as a Mech can be) tank. I do have to say that I really, really want the ability to collect helmets so that when we do get MTACs I can spend AUR on having a "grass skirt" for my MTAC that consists of steel cable with PRO helmets at the ends.
No way stump speed never |
XxWarlordxX97
Internal Error. Negative-Feedback
1834
|
Posted - 2013.06.06 02:29:00 -
[832] - Quote
General Tiberius1 wrote:this is STILL ALIVE!?!?!
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
302
|
Posted - 2013.06.06 03:57:00 -
[833] - Quote
XxWarlordxX97 wrote:Alaika Arbosa wrote:XxWarlordxX97 wrote:D legendary hero wrote:why would you slow down a heavy, thats like speeding up a scout...
the heavy is already slow it needs to be faster (not as fast as any of the other suits, but definately much faster) Agreed I'll agree that the turn speed should be increased, though I still feel that they should have movement speed of a stump. Once they give us MTACs, then you can have your high-mobility Infantry (well as Infantry as a Mech can be) tank. I do have to say that I really, really want the ability to collect helmets so that when we do get MTACs I can spend AUR on having a "grass skirt" for my MTAC that consists of steel cable with PRO helmets at the ends. No way stump speed never
Ok, so maybe I used the wrong analogy, however, nerfed movement speed is the only way to balance the proposed "I act like a bollard", I'm not saying that they should be totally immobile, though they should have MORE difficulty getting around. I really do want them to be buffed with HP, turn speed and whatnot; though they should move much less faster than they currently do.
They should be the Jason Vorhees of the battlefield, painfully slow, unrelenting and out for blood. As it is right now, they're not this, they're still too fast.
I've faced off against many, many heavies today (seemed like 90% of my deaths were heavies) and I was even run down by one on foot, how the **** does that happen?
Heavies need to be more distinct from Assault, I've seen too many people using Heavies as though they were Assault suit, this shouldn't even be an entertained thought. |
Lance 2ballzStrong
SyNergy Gaming EoN.
2116
|
Posted - 2013.06.06 04:03:00 -
[834] - Quote
Alaika Arbosa wrote:Ok, so maybe I used the wrong analogy, however, nerfed movement speed is the only way to balance the proposed "I act like a bollard", I'm not saying that they should be totally immobile, though they should have MORE difficulty getting around. I really do want them to be buffed with HP, turn speed and whatnot; though they should move much less faster than they currently do.
They should be the Jason Vorhees of the battlefield, painfully slow, unrelenting and out for blood. As it is right now, they're not this, they're still too fast.
I've faced off against many, many heavies today (seemed like 90% of my deaths were heavies) and I was even run down by one on foot, how the **** does that happen?
Heavies need to be more distinct from Assault, I've seen too many people using Heavies as though they were Assault suit, this shouldn't even be an entertained thought.
I'm not understanding what you want...
Heavies are slower now than they've EVER been. If you got ran down by a heavy, then the joke's on you tbh. You didn't run far enough.
People should be free to use the suit as they want. Playing a heavy shouldn't be a "DEFEND ALONE! NO ATTACK FOR YOU!" role. The speed of the heavy, and the range of the HMG is what determines the limits of the class / role. People need stop pigeon holing the class.
Heavies are slow enough, and tbh, they SHOULD be a little quicker, especially in the turning department, but all we have is the Amarr suit, so maybe another race will be faster with less HP. |
D legendary hero
One-Armed Bandits Unclaimed.
86
|
Posted - 2013.06.06 05:29:00 -
[835] - Quote
Lance 2ballzStrong wrote:Alaika Arbosa wrote:Ok, so maybe I used the wrong analogy, however, nerfed movement speed is the only way to balance the proposed "I act like a bollard", I'm not saying that they should be totally immobile, though they should have MORE difficulty getting around. I really do want them to be buffed with HP, turn speed and whatnot; though they should move much less faster than they currently do.
They should be the Jason Vorhees of the battlefield, painfully slow, unrelenting and out for blood. As it is right now, they're not this, they're still too fast.
I've faced off against many, many heavies today (seemed like 90% of my deaths were heavies) and I was even run down by one on foot, how the **** does that happen?
Heavies need to be more distinct from Assault, I've seen too many people using Heavies as though they were Assault suit, this shouldn't even be an entertained thought. I'm not understanding what you want... Heavies are slower now than they've EVER been. If you got ran down by a heavy, then the joke's on you tbh. You didn't run far enough. People should be free to use the suit as they want. Playing a heavy shouldn't be a "DEFEND ALONE! NO ATTACK FOR YOU!" role. The speed of the heavy, and the range of the HMG is what determines the limits of the class / role. People need stop pigeon holing the class. Heavies are slow enough, and tbh, they SHOULD be a little quicker, especially in the turning department, but all we have is the Amarr suit, so maybe another race will be faster with less HP.
^^this. even with the amar suit though, it should be fixed. because all other suits will be based off of this. and if this one is that bad, imagine how much worse the other ones might be.
the amar suit gets slaughtered right now with all the ehp, it has. minmintars have the lowest ehp. what would be the point to a minmintar heavy it would have the same ehp as an amar assault...lol thats laughable.
thats why i propose, that they get an ehp increase of 200 for a basic total of 1000ehp. heavies need an increase in running speed, turn speed. and need a base resistance to small arms fire. https://forums.dust514.com/default.aspx?g=posts&t=81725
this will balance out the falacies of the heavy suit and the hmg.
|
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
7
|
Posted - 2013.06.06 05:36:00 -
[836] - 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. Im dedicated heavy since i started thats the only issue rly is the hard stop dmg and dispersion scrabler pistols are more effective and have twice as much range |
D legendary hero
One-Armed Bandits Unclaimed.
86
|
Posted - 2013.06.06 05:37:00 -
[837] - Quote
Lance 2ballzStrong wrote:Podge89 wrote:General Tiberius1 wrote:this is STILL ALIVE!?!?! Yea well I see they up`d the dmg but the dispersion is still sick, can we not get a skill that makes the circle and dispersion smaller with each level? That would be ideal They lowered the dispersion by 5%, which made a world of difference. 1-10m is no problem, 10-20m is where you'll notice the spread. Tbh, I like where the HMG is now compared to the start of Uprising. If CCP would remove the range hard cap, then HMG would be allot better. Hopefully the spread doesn't increase as range increases. The dmg should drop off, not the spread increase + dmg drop off. But we'll see.
the hmg needs that dispersion reduced another 5% and to fix the range. the damage should be increased to 1.5 hp for every level.
so the AHMG instead of 13.8 would be 15.3, the basic instead of 18 will be 19.5.
this way within the max range of an HMG people would need to play smart. basically. if your in an open field a sniper has to kill you if they can aim. well, if your in front of a mini-gun and your not taking evasive maneuvers and using cover you should die. period.
since getting head shots with the HMG is almost inpossible, this slight buff will off set that imbalance.
|
THEDRiZZLE Aqua teen
Internal Error. Negative-Feedback
7
|
Posted - 2013.06.06 05:57:00 -
[838] - Quote
Slow down heavies if yougive us out armor back and make shield and armor again dont **** us please you guys are turing this game intoa ball of clay where everyclass is one |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
304
|
Posted - 2013.06.06 16:51:00 -
[839] - Quote
Lance 2ballzStrong wrote:Alaika Arbosa wrote:Ok, so maybe I used the wrong analogy, however, nerfed movement speed is the only way to balance the proposed "I act like a bollard", I'm not saying that they should be totally immobile, though they should have MORE difficulty getting around. I really do want them to be buffed with HP, turn speed and whatnot; though they should move much less faster than they currently do.
They should be the Jason Vorhees of the battlefield, painfully slow, unrelenting and out for blood. As it is right now, they're not this, they're still too fast.
I've faced off against many, many heavies today (seemed like 90% of my deaths were heavies) and I was even run down by one on foot, how the **** does that happen?
Heavies need to be more distinct from Assault, I've seen too many people using Heavies as though they were Assault suit, this shouldn't even be an entertained thought. I'm not understanding what you want... Heavies are slower now than they've EVER been. If you got ran down by a heavy, then the joke's on you tbh. You didn't run far enough. People should be free to use the suit as they want. Playing a heavy shouldn't be a "DEFEND ALONE! NO ATTACK FOR YOU!" role. The speed of the heavy, and the range of the HMG is what determines the limits of the class / role. People need stop pigeon holing the class. Heavies are slow enough, and tbh, they SHOULD be a little quicker, especially in the turning department, but all we have is the Amarr suit, so maybe another race will be faster with less HP.
I guess I just don't know what CCP's vision of the Heavy is. I mean, yes, everyone should be free to use the suit as they want within the intended role for it.
Look at Eve, you are free to fit each ship there however you like within certain criteria (no MJD on anything aside from BS, no CovOps Cloaks on ships that aren't designated for it). If you want to fit blasters on your Rifter, go ahead, do it, it'll be silly and less than optimally effective but you can do it.
The different suit frames are the same as the different ship classes in Eve. You wouldn't use a BS as fast tackle just like you wouldn't use a frigate as an 200km alpha sniper. You can still fit the ships the way you want within their class/role and it should be the same here.
We have Assault suits, they're the suits that should be the "I'm a frontline soldier pressing the attack", the Heavys should bring up the rear and defend the gains taken by the Assault suits; freeing them up so that they can run off and (wait for it......) Assault another objective.
Heavies need to be distinctly Heavies, not simply the Crutch-specialized Assault suit. While I agree that some of the changes you are requesting are sorely needed to help set the Heavy apart, a buff to the movement speed is just a veiled plea to be the Crutch-specialized Assault suit. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
373
|
Posted - 2013.06.06 17:17:00 -
[840] - Quote
I can honestly see different variants having different movement speeds.
Im totally fine with movement speed as is, if u wanna be faster, get your biotics up
turn speed is really the only issue with heavies that still requires addressing.
that and the broken hit detection and super LAV speed but those are for different discussions.
turn speed is still sadly ridiculous, even with sensitivity maxed |
|
|
|
|
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 |