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Thread Statistics | Show CCP posts - 7 post(s) |
Scramble Scrub
Osmon Surveillance Caldari State
151
|
Posted - 2013.05.08 13:49:00 -
[241] - Quote
Mr Zitro wrote:SoTa of PoP wrote:Mr Zitro wrote:SoTa of PoP wrote:Mr Zitro wrote:Alldin Kan says heavys are fine, maybe you guys need lessons So he got a proto heavy already and checked us out on higher tiers? Great - now that Aldin said so - it must be true. Alldin only complains when something is wrong, he only complains about input lag which every gun has. Maybe you should ask alldin for the special deal on lessons for corp members He only complains about what he KNOWS about. Since you didn't confirm his suit or gear I can assume he pub stomped and then pretended to understand the entire classes doom 'n' gloom. Alldin has spec every suit and vehicle and dominated, it just happens that you aren't that good with a heavy so sad. Lets just say his gear is black and his gun should say Alldin's Gastun HMG. Lol at how sensitive heavy players are alldin is not special in anyway. So what if speced into every roll. His opinion is still just an opinion. He has no more influence over balancing than the rest of us.
He is one person out of 5000. The fact that he's with you guys also makes little difference.
Stfu you idiot. You just hate hang because you can die from it.
|
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
25
|
Posted - 2013.05.08 13:49:00 -
[242] - Quote
Range needs to be completely reworked in this game. A hard range is a terrible way to differentiate classes.
Uprising and the HMG have just made it ridiculously apparent.
I can throw a football about 60 meters. Are people really suggesting that a Heavy Machine Gun only be effective at HALF that range??? This is patently ridiculous.
Increase all ranges substantially. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
215
|
Posted - 2013.05.08 14:11:00 -
[243] - Quote
Another Heavy SOB 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. This is true to an extent, most of the range shock is due to the loss of SS skill. I had SS proficiency I and a few times today when I had just rebuilt my Heavy I did find myself attempting to hit targets at 40M or so and not even registering a flash. In chromosome he'd have been shredded just as fast as if he was within 20m. I agree that SS had broken weapon balance and I could learn to live with range nerf on HMG's, Except for the buff to AR range....I played on my Assault today and I was just toying with the fatties. Even Amarr proto fits with a boundless just don't instill the fear they once did, not even in close quarters. I would simply outrun the heavy, break out to 40-50m and put down the poor waddling bastard with my Proto Tac or Burst AR. Admittedly none of the heavies I slaughtered really played Well. The damage nerf is maybe a bit too much, especially considering the loss of weaponrys passive gain. I use a Boundless with two complex damage mods with HMG proficiency V, yet it kills like a chromosome MH-82 with one complex mod and no operation proficiency. I honestly will not use anything but a Boundless or Six Kin because everything else just feels way to weak. ChromeBreaker wrote: Theres more to it than that, its not JUST optimals, or damage, or whatever, its eveything at once. range has effected spread, that has effected dmg, that has effected tracking, that has effected speed, that has effected range...
Obviously I agree that there's more to it than Musta's statement but I'm pretty sure sharpshooter never effected "spread" or "dispersion". It simply increased maximum optimal range and maximum range. I always felt HMG became extremely accurate, a literal bullet hose out to 50m, and with SS bringing the damage out to that range it was a bit much. In my experience with Uprising I can't even make an Assault think twice about engaging me at 40m. I'm fine with an AR having a distinct advantage at 40m but I should at the very least i should do just enough damage to force him to take cover or strafe-peek from cover so I can get to my own cover, get away, close the gap if possible or hold him off until my own AR wielding squadmate can come to my aid by challenging my attackers range. This I believe is the biggest issue with HMG's in Uprising. The tracking issue I thought was just me getting comfortable with different feeling controls. Although besides noticing a decrease in turn speed I Also noticed that bullets do not leave the barrel as accurately as before while turning. Somewhat hard to explain but if you were to pivot around in circles while hip firing you may notice the bullet trails leaving the barrel at a steeper angle away from barrel than in chromosome. Maybe this has something to do with hip firing in close quarters feeling wonky, I don't know but I definitely feel it. To heavys who want to get back to kicking down doors...Boundless, HMG proficiency V, 2 Complex damage mods, Flux grenades and most importantly Close Quarters maps.
I agree with all of this. One thing to add is the sentinel is designed to be a slow moving tank, much like the previous vk0 or type A etc. the 2 biggest issues with this is all suits base HP are that of the shield variant, which previously had greater movement speed.
now ALL suits have the slower movement speed, thus removing the option for heavies to be more aggressive on the battlefield. hit detection/aim has been affected in this build as well, which has been commented on several occasions.
and people can agree or disagree about the range, here is a nice example showing how sad it has become. I'm on 1 side of the tabletop, up top, and cannot damage the guy that just climbed up on the ladder on the other side. worse yet I can barely put a dent in the shields of the guy directly below me.
I'm FORCED to stack dmg mods just to not be rendered completely useless on the battlefield, and while I am finding ways to make it work, I cannot cross a road without getting destroyed from somewhere, even when I see them shooting at me cause I shoot at them and do zero damage, while they sit there, squat down, and slowly murder my 1100+ total HP before I can cross a road.
|
CHICAGOCUBS4EVER
TeamPlayers EoN.
215
|
Posted - 2013.05.08 14:21:00 -
[244] - Quote
Mr Zitro wrote:SoTa of PoP wrote:Mr Zitro wrote:Alldin Kan says heavys are fine, maybe you guys need lessons So he got a proto heavy already and checked us out on higher tiers? Great - now that Aldin said so - it must be true. Alldin only complains when something is wrong, he only complains about input lag which every gun has. Maybe you should ask alldin for the special deal on lessons for corp members
Don't mind this kid, he's just tooting the horn of the boy that said 'yes' to his prom invitation. It's a monumental time for Zitro, as he FINALLY gets to go to prom (mom said he cant go stag cause even she wanted to spare him that humiliation).
So while shopping online for matching 'his and his' tuxes and trying to find that restaurant that sets the right mood for their enchanted evening here in a few weeks, he simply cannot restrain himself from essentially shouting from the rooftops that he FINALLY got a date!
then over the next few hours he has to discretely defend his date as he doesn't want to lose his non-refundable deposit on the tuxes or the dinner reservation, all the while debating what car to rent will 'seal the deal'
bottom line, while most people see you for who you are Zitro, which is a kid with little planned for his future and obviously has spent too much time walking the streets of boyzTowN, most WOULD be able to respect a no BS review of gameplay and mechanics.. of an AR (some might even argue a tank). you have spent no time as a heavy.. except at the end of the last build when you thought u could show the world how easy it is and u gettin mopped by the janitor's cousin and his 'recruit assault rifle'
now run along, enjoy your prom and make sure to treat Alldin right(don't forget flowers...absolute necessity) that much I KNOW your mother has taught you.
and let the people who can have a dignified, constructive conversation about a REAL issue that doesn't concern yourself take place.
|
Heavy Breaks
Ill Omens EoN.
36
|
Posted - 2013.05.08 14:24:00 -
[245] - Quote
Ok here goes.......
As has been posted already the range, damage, bullet spread and prolonged fire kick are not balance on the HMG. Ok a DEV has already said that they are trying to push our role into a defensive, tight area holding role. Which I can understand to some extent as that is what I'd like to do with my heavy. Unfortunately there are not enough area's on the current maps to make this viable. They just aren't designed that way. With the 2 new maps coming out this may improve as they may be more internal hallway focused. But for a class to be viable it should be able to at least function on all maps and area's of those maps. I'm not saying shine on all maps, just function.
I have a couple of suggestions for the DEVs. These are my ideas or things expanded upon from other posters.
Range; we need a slightly larger optimal range skill Say 2 meters per level.
Damage; easy, revert to previous build damage. It was fine, no adjustment was needed this still confuses me as to why you did it.
Spread & kick; just remove the kick. Honestly most HMG players very rarely get to the kick anyway. As we're either out of optimal range or dead by the time it kicks in. ( pun intended ) Spread is something I have no decent suggestion for. Other than it needs a tweak.
Distraction; As the mass driver rounds send visible shocks into players, why doesn't a 2000rpm HMG sprayed in your face? I think this would go a long way to improving the role, as people will again thing twice about rushing the fatty. Instead of just mocking us in our "optimal range"
Thank you for your time,
Breaks |
HowDidThatTaste
Imperfects Negative-Feedback
2442
|
Posted - 2013.05.08 14:24:00 -
[246] - Quote
CHICAGOCUBS4EVER wrote:
I agree with all of this. One thing to add is the sentinel is designed to be a slow moving tank, much like the previous vk0 or type A etc. the 2 biggest issues with this is all suits base HP are that of the shield variant, which previously had greater movement speed.
now ALL suits have the slower movement speed, thus removing the option for heavies to be more aggressive on the battlefield. hit detection/aim has been affected in this build as well, which has been commented on several occasions.
and people can agree or disagree about the range, here is a nice example showing how sad it has become. I'm on 1 side of the tabletop, up top, and cannot damage the guy that just climbed up on the ladder on the other side. worse yet I can barely put a dent in the shields of the guy directly below me.
I'm FORCED to stack dmg mods just to not be rendered completely useless on the battlefield, and while I am finding ways to make it work, I cannot cross a road without getting destroyed from somewhere, even when I see them shooting at me cause I shoot at them and do zero damage, while they sit there, squat down, and slowly murder my 1100+ total HP before I can cross a road.
Apparently by the devs comments someone has determined what the heavy role should be in this sandbox game. Which is definetly different from its original toe to toe with vehicles and survive description. By their new definition you should not be crossing roads on these huge planets with large maps and dynamic game play. You should stand in one spot for the whole match and enjoy it, you are not designed to be relevant for 90% of the game and for 10% be a beast holding a letter. Maybe for corp battles it would be with it, but for the rest of the games available to play they have now told us what are role is being designed for. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
29
|
Posted - 2013.05.08 14:25:00 -
[247] - 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!
The ranges you have listed here are....laughable. They are game breaking.
Also, a point defense role is useless if the defender is unable to reach any attackers. In the role you've described, a suppression role, defenders need to be able to hit anyone coming in that is not using cover. Now they can just move to their range....outside of the Heavy player's range....and unload with no risk.
I'm honestly blown away by these ranges. Someone said it best in another thread: Civil War 514. Line up and fire. Maybe you'll hit something. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
216
|
Posted - 2013.05.08 14:31:00 -
[248] - Quote
HowDidThatTaste wrote:CHICAGOCUBS4EVER wrote:
I agree with all of this. One thing to add is the sentinel is designed to be a slow moving tank, much like the previous vk0 or type A etc. the 2 biggest issues with this is all suits base HP are that of the shield variant, which previously had greater movement speed.
now ALL suits have the slower movement speed, thus removing the option for heavies to be more aggressive on the battlefield. hit detection/aim has been affected in this build as well, which has been commented on several occasions.
and people can agree or disagree about the range, here is a nice example showing how sad it has become. I'm on 1 side of the tabletop, up top, and cannot damage the guy that just climbed up on the ladder on the other side. worse yet I can barely put a dent in the shields of the guy directly below me.
I'm FORCED to stack dmg mods just to not be rendered completely useless on the battlefield, and while I am finding ways to make it work, I cannot cross a road without getting destroyed from somewhere, even when I see them shooting at me cause I shoot at them and do zero damage, while they sit there, squat down, and slowly murder my 1100+ total HP before I can cross a road.
Apparently by the devs comments someone has determined what the heavy role should be in this sandbox game. Which is definetly different from its original toe to toe with vehicles and survive description. By their new definition you should not be crossing roads on these huge planets with large maps and dynamic game play. You should stand in one spot for the whole match and enjoy it, you are not designed to be relevant for 90% of the game and for 10% be a beast holding a letter. Maybe for corp battles it would be with it, but for the rest of the games available to play they have now told us what are role is being designed for.
sadly I get that feeling as well. the worst part is, in organized gameplay (CB, PC etc.) many if not most teams utilize a heavy in this regard, armor tanking holding down a small area. Currently that's not even an option.. we're all shield suits that move as slow as armor tanks. I dislike the lack of different suit options... I mean the shield variant had its uses, most notably mobility to allow fat boys to be on the 'frontlines' in situations. Pushing an objective was a big role of a heavy. now you cant push out of wherever you spawn, or ANY other class sneaking up on you, running circles around you, then you simply fall over from being dizzy |
Iron Wolf Saber
BetaMax. CRONOS.
3973
|
Posted - 2013.05.08 14:31:00 -
[249] - Quote
HMG as a long range weapon?
I am going to have to disagree and state I have NEVER used the HMG for long range 'killing' supression maybe to keep the guys in cover but I never expected to kill anyone that far out.
I am with everyone else though the inaccuracy at 'optimal' is unacceptable this is not a laser rifle this is a massive shotgun spewing out shots all over the place.
Ultimately it makes no sense to have an HMG pointed at someone's back start firing, and he turns around with an AR and guns me down far faster. That is just plain wrong.
The weapon is broken enough that a Forge Gun is a more preferable weapon in heavy's hands. |
Grenadez Rollack
A.N.O.N.Y.M.O.U.S.
3
|
Posted - 2013.05.08 14:31:00 -
[250] - Quote
I been posting threads about the heavy as well. Im not going backbthrough all the negatives again. With all these previous posts I dont need to. I havnt even turned my ps3 back on. Im done with dust unless they change the heavy back or give me my sp back so I can change to assault or something |
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Drogan Reeth
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
46
|
Posted - 2013.05.08 14:59:00 -
[251] - 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.
Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players.
I understand that you where looking at some stats that say they were too strong in pub matches. But if you balance a class on pub matches where new players in militia fittings charge heavy's head on then they will be broken forever. Take a page from blizzard entertainment and balance the game for the top tier players or you will end up with a game thats fun for noobs to play around with all sorts of fitting and all the top tier players will have 1 fitting worth using. |
ChromeBreaker
SVER True Blood Unclaimed.
439
|
Posted - 2013.05.08 15:03:00 -
[252] - Quote
Drogan Reeth wrote: Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players.
tbh that would be way too much, and completely unbalanced with everything else.
it needs fixing but not to what it was either |
CHICAGOCUBS4EVER
TeamPlayers EoN.
217
|
Posted - 2013.05.08 15:08:00 -
[253] - Quote
Drogan Reeth wrote: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. Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players. I understand that you where looking at some stats that say they were too strong in pub matches. But if you balance a class on pub matches where new players in militia fittings charge heavy's head on then they will be broken forever. Take a page from blizzard entertainment and balance the game for the top tier players or you will end up with a game thats fun for noobs to play around with all sorts of fitting and all the top tier players will have 1 fitting worth using.
in a nutshell... +1 |
Drogan Reeth
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
46
|
Posted - 2013.05.08 15:12:00 -
[254] - Quote
ChromeBreaker wrote:Drogan Reeth wrote: Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players.
tbh that would be way too much, and completely unbalanced with everything else. it needs fixing but not to what it was either
noone was using proto heavy in corp matches. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
121
|
Posted - 2013.05.08 15:33:00 -
[255] - Quote
Drogan Reeth wrote:ChromeBreaker wrote:Drogan Reeth wrote: Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players.
tbh that would be way too much, and completely unbalanced with everything else. it needs fixing but not to what it was either noone was using proto heavy in corp matches.
Not in PXRXO anyway. But there were proto heavies in the corp battles I played in. KEQ, Seraphim, and a couple others... |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
16
|
Posted - 2013.05.08 15:36:00 -
[256] - Quote
+1
i find it hard to WANT to log in and play now.... |
WyrmHero1945
SyNergy Gaming EoN.
232
|
Posted - 2013.05.08 15:37:00 -
[257] - Quote
Deadeye Dic wrote: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? Well that only explains why he was able to get the kill at all, but the fact remains he had to use almost a whole clip to do it.
So? I have to do the same with the LR. Seems like CCP is telling us to HTFU lmao.
|
Gelan Corbaine
BetaMax. CRONOS.
145
|
Posted - 2013.05.08 15:39:00 -
[258] - Quote
CCP Remnant wrote:I don't hate the Heavies. Or the HMG.
- 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.
Two questions ....
If Heavies are intended for defense only why is it our only method or gaining WP's thus SP/ISK is killing people ? Sitting far from the frontlines leads to low WP contribution which leads to slow SP progression .
If this is as intended why does Heavies have the highest SP requirement of all the classes ? |
WyrmHero1945
SyNergy Gaming EoN.
232
|
Posted - 2013.05.08 15:43:00 -
[259] - Quote
Gelan Corbaine wrote:CCP Remnant wrote:I don't hate the Heavies. Or the HMG.
- 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.
Two questions .... If Heavies are intended for defense only why is it our only method or gaining WP's thus SP/ISK is killing people ? Sitting far from the frontlines leads to low WP contribution which leads to slow SP progression . If this is as intended why does Heavies have the highest SP requirement of all the classes ?
Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
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XxWarlordxX97
Internal Error. Negative-Feedback
1685
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Posted - 2013.05.08 15:45:00 -
[260] - 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! For some reason I don't feel like a snowflake, I feel like a piece of bacon |
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Gelan Corbaine
BetaMax. CRONOS.
145
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Posted - 2013.05.08 15:47:00 -
[261] - Quote
WyrmHero1945 wrote:[ Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
That does not answer the question. And saying a phrase over and over in several threads does not make it true without real facts to back it up .
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WyrmHero1945
SyNergy Gaming EoN.
232
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Posted - 2013.05.08 15:57:00 -
[262] - Quote
Gelan Corbaine wrote:WyrmHero1945 wrote:[ Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
That does not answer the question. And saying a phrase over and over in several threads does not make it true without real facts to back it up .
The CCP guy said it all. That's their intention of how heavies should work. It's a sad truth but oh well. |
Terarrim
Valor Coalition RISE of LEGION
17
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Posted - 2013.05.08 15:58:00 -
[263] - Quote
As a logi bro with a suit I designed to support heavies especally heavy with hmg's I feel the hmg is compeltly broken. On several tests in CQC with proto heavy or proto HMG's I had huge problems keeping the heavy alive with my proto reppers. Not because my reppers or my corp mates armour was bad. Due to the fact that the enemies weapons are just putting out so much more damage than the heavies are doing (damage that lands on target.)
The Duval assault rifle vs PROTO HMG puts more dps, more accruacy, doesn't overheat, doesn't take ages to reload within the effective range of the HMG. Something is very wrong when the hmg is being so severly outpowered by something has such a large range advantage is outpowering the HMG's at CQC.
Defending areas with HMG's is practically impossible due to the fact you can jump (bunny hop) through the cones of fire, taking little or no damage and get in with shotgun or kill with milita assault rifles etc. HMG is no longer a area denial weapon and I cant keep my team mates alive even with proto reppers (dual or single) due to the fact that the heavies are being totally outclassed within their range. I am more help shooting someone than repping them because they cant put the dps on people.
I built my logi with defence in mind to work as a team with heavies to defend objectives. This does not work at all due to the fact that the HMG is broken and outclassed at the moment.
I am much more effective running with assaults, scouts and or logies due to the fact I can rep them so fast there is never ever any need to slow down. Or rep proto asaults who can actually kill people and make sure that if he does get to armour the 105hps a second is there as a added buffer to allow him to get out of firing range until his shields are back up.
So for me the drastic changes of the HMG has changed my gameplay in that I become more of an assault class when Im with heavies due to the need for added dps. I work more as a support guy with assaults and other logies due to the fact they have the dps to put people down so I can concentrate on keeping them up.
It's almost a complete roll reversal to what I intended my character to be.
After testing for days this is my feedback on the hmg from a logi bro point of view who has been hybrid support/offence logi since closed beta.
IF its CCP idea that Heavies are good at defence then they are as long as they are using a weapon other than an HMG. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
121
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Posted - 2013.05.08 16:00:00 -
[264] - Quote
Gelan Corbaine wrote:If Heavies are intended for defense only why is it our only method or gaining WP's thus SP/ISK is killing people ? Sitting far from the frontlines leads to low WP contribution which leads to slow SP progression .
If this is as intended why does Heavies have the highest Se requirement of all the classes ?
I agree with both of these but guys, focus. We have the Devs attention, lets not waste it by whining and complaining. Thoughtful logical arguments (as mentioned in thread title) devoid of sarcasm/criticism are the way to go!
The problem we seem to be facing is that in order to fulfill the developers idea of the heavy role (point defense) we have to have something (range and damage) that makes us suitible for something else (assault). This also lenda itself to our WP argument wher, since we have no equipment we can only generate wp from killing/hacking/stuff that all other suits can do. I'm not claiming to have the answer on how to fix this right away, but given the state of the game right now I feel that CCP should at least reinstate the HMGs prior stats until a permanent solution is offered.
A parallel example is the state of the logi/assault suits right now. From my understanding most of the logi suits make better assault suits than the assault suits (or maybe just the caldari ones) because the slot layout is similar but there is a higher pg/cpu output for the added equipment slots, so people can use nicer stuff and justleave the equipment slots empty. Nothing stops them from doing that and the logi is mow playing outside its role as medic (as happened in the last build).
TL; DR: Focus! No complaining, facts only! Logis are playimg outside their role right now and its not "hurting" the gameplay in a serious manner.
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
32
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Posted - 2013.05.08 16:00:00 -
[265] - Quote
WyrmHero1945 wrote:Gelan Corbaine wrote:WyrmHero1945 wrote:[ Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
That does not answer the question. And saying a phrase over and over in several threads does not make it true without real facts to back it up . The CCP guy said it all. That's their intention of how heavies should work. It's a sad truth but oh well.
Reading that CCP quote ruined my breakfast, lol.
Their vision appears to be weapons with the effective range of this. |
Zero Harpuia
WarRavens Orion Empire
442
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Posted - 2013.05.08 16:03:00 -
[266] - Quote
Something I haven't seen addressed is the disparity between THIS Heavy and what we are TOLD what Heavy is supposed to be. Ingame, Heavy is touted as a big HP damagesoak to fight vehicles and act as a point man for pushes. In DEV comments, we are told that he is to serve the same role as the TF2 Heavy, close quarters combat, defensive play, and mild damagesoak. There is, however, a problem with both. He doesn't have anywhere near the HP required to truly fight toe to toe with a vehicle, and giving him enough to do so would massively break him vs infantry. He doesn't have the reach to push unless he's pushing into a building. This makes the first definition of Heavy false, so what about the DEV definition? He can't defend because he doesn't have the reach to peg or suppress attackers. He can't fight at range because of massive falloff. And most importantly, and someting you ALL seem to forget, he has TOO SLOW OF A TURN SPEED to track within his 'effective range'. This is the biggest failing. In TF2 Heavy terms, a Heavy is **** at range but eats you up close because he can track as well as the player can. Because of this artificial turning limiter, Heavies have lost whatever edge the DEVs think they have, so what's left? |
Bubba Brown
Militaires Sans Jeux
43
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Posted - 2013.05.08 16:04:00 -
[267] - Quote
CCP Remnant wrote: 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.
sorry remnant, but this is completely wrong. the HMG is too low on damage, even in CQC it can't track worth a god damn, especially with a mouse, so even in CQC people just need to strafe and you cannot hit them.
i never played the HMG at range, always as an ambush predator, and did pretty well last patch. the gun is almost laughable at this point. it just does SO little damage and SO few of the bullets hit if they're moving at all. i play KBM so the problem is escalated even worse. i tried it with a controller for shiggles and turning with that is even worse there's a slow start up to turns, so it's EVEN LESS EFFECTIVE against strafing.
honestly, just the controls fix would help heavies a lot. it might not remove the problem of low damage but it'd certainly help.
i'm wondering, do you guys even play the same game we do? or do you run around with 250mil SP Jove suits and call it balanced and working? |
WyrmHero1945
SyNergy Gaming EoN.
233
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Posted - 2013.05.08 16:04:00 -
[268] - Quote
Dis Cord wrote:WyrmHero1945 wrote:Gelan Corbaine wrote:WyrmHero1945 wrote:[ Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
That does not answer the question. And saying a phrase over and over in several threads does not make it true without real facts to back it up . The CCP guy said it all. That's their intention of how heavies should work. It's a sad truth but oh well. Reading that CCP quote ruined my breakfast, lol. Their vision appears to be weapons with the effective range of this.
lmfao
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Tiberion Deci
Subdreddit Test Alliance Please Ignore
121
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Posted - 2013.05.08 16:05:00 -
[269] - Quote
Terarrim wrote: After testing for days this is my feedback on the hmg from a logi bro point of view who has been hybrid support/offence logi since closed beta.
Thank you for the constructive addition to this thread feom another important point of view. :) |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
21
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Posted - 2013.05.08 16:11:00 -
[270] - Quote
This game does not have nearly enough cover to warrant a 'CQC' defender.
From what i've seen, just by pure map design, the intended engagement range for 1v1 scenarios is around 80 meters or so. Just given how open almost all of the maps are and how little cover actually exists when moving from point to point.
So really.. the heavy is a role that is useful in maybe 20% of most maps? There are very very few places in which an HMG is useful, let alone, 'fearsome'.
At the moment, heavies are just free kills. When I see a heavy, i'm like "oh score, large hitbox, no range, easy kill, ty for the 50 SP"
Fact of the matter is, heavies need a complete rework, a self defeating class that is designed to literally do nothing? The objective of a heavy is to lock down a position... okay so even if they were balanced and 'fearsome', they've now locked an objective down and are relegated to sitting there and doing nothing as the objective was 'locked down' and the opposing team doesn't wanna bother with moving in?
The problem isn't just heavy design, its fundemental map design. You can't design these maps with practically no cover and force ideal engagement ranges to be 2-2.5x the HMGs max range. Heavies are, by design, pretty much useless.
Nobody wants to sit around and do nothing CCP, this is an FPS not an MMORPG. We want to get into the action and push on objectives. You need to rethink what the intent of the heavy was. I always thought the heavy was meant to be the 'anvil' to a couple slayers 'hammer'. But atm, all they really are anymore, is a liability.
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)
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