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Thread Statistics | Show CCP posts - 3 post(s) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
827
|
Posted - 2013.05.13 15:36:00 -
[211] - Quote
bcs1a wrote:Talruum Tezztarozza wrote:https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already. good video.. I'm not sure if you're trying to compare the MD to the n00b tube in CoD, but I'll put it this way:
I posted a relative description of the MD, comparing it to the TAR in another MD thread recently. It requires a steep enough learning curve, but deadly in skilled hands. Anyone who thinks of the MD as an "I win button" can try to use it themselves but will find out that they can't get the same results without practice. A true sign of a balanced weapon. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
828
|
Posted - 2013.05.13 15:47:00 -
[212] - Quote
Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR. In its optimal range of course. The AR should have the advantage at 40m, but the HMG should dominate at 30m and under. |
bill the noon
PSU GHOST SYNDICATE
21
|
Posted - 2013.05.13 16:18:00 -
[213] - Quote
bcs1a wrote:Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR. Ok, I run heavies and I agree with that for the most part, but I don't want to see HMGs shooting 60/70+ meters or more which is the range of most of the ARs that have killed me on the field since uprising was released even though, the AR user would still have an advantage over the heavy even at that distance just going by roles and guns... Exile AR = 34.0 base dmg per shot at 750 rpm with a 60 round clip Boundless HMG (yes, the high end one) = 19.8 base dmg per shot, 2k rpm with a 425 round clip. sounds like the hmg wins right? but it doesn't, no heavy suit that i can think of has more than 2 high slots, so max dmg mods = 2 while some assault and scout suits exceed that count allowing more dmg mods and still more agility, speed, stamina and everything else than a heavy. reload time on the AR is half that of the HMG, again, an advantage, in fact nothing that I can think of off the top of my head takes as long to reload as the HMG does, even MD and SL are 4 and 4.5 secs base, so while a heavy fiddles with reloading his weapon for 8 secs, he continues to get blasted by the enemy. and let's not even talk about heat seizure of the weapon I do however think that a heavy's drawbacks should be factored into the mix and appropriate buffs given to counter-balance those drawbacks, as it is now all any assault or scout suit has to do is just stay out of our gun's range and kill us, or jump up and down like they are having a seizure until we have to reload and then *****-slap us till we die while we reload. just a thought. o/ Bill And dont forget the shorter sheild racharge time. Assaults have the ability to wear us down because it takes us much longer for our sheilds to recharge. So if the hmg did have range the assault could duck into cover and have his sheild regenerate before we could waddle our fat asses over to him to finish him of. Its weird that people still dislike the idea that the suit that can only get wp by killing shouldn't be better at killing. But the suit that can use cover to bring its sheild back up quickly should be balanced to fight toe to toe. |
FroO Bg
SVER True Blood Unclaimed.
0
|
Posted - 2013.05.13 19:01:00 -
[214] - Quote
I think you should add the option to put the scope on every weapon or put i out. A way to edit your AR in the dropsuit fittings and to put it on or to put it off. Not only the Tactical AR should have it. Seriously. I don't want to spend skills in the AR just for the Tactical. Hope you guys can do this. |
zero567
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2013.05.13 19:30:00 -
[215] - Quote
Weapon attachments (and also more weapon modules) would be a plus also? I would love to have a zoom in and out function on a sniper rifle. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.15 00:12:00 -
[216] - Quote
So, there is no new data-dump available. The one we had before from here https://forums.dust514.com/default.aspx?g=posts&t=75594&find=unread is pretty much irrelevant.
CCP says "10%" damage increase. I"ve just checked this latest spreadsheet against in-game values. Some are spot on 10%, others are 10.1%, 10.3%, 11%, 9.5%, 9% and so on. There is no rhyme or logic. The values variate too high to be a rounding issue.
Also Nova Knives and Grenades did not get any kind of damage increase (i am not complaining about the lack of increase, just inconsistency and lack of data).
And of course the new weapons are missing all together.
CCP, PLEASE PLEASE PLEASE give us another accurate data-dump |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
124
|
Posted - 2013.05.15 01:00:00 -
[217] - Quote
hydraSlav's wrote:So, there is no new data-dump available. The one we had before from here https://forums.dust514.com/default.aspx?g=posts&t=75594&find=unread is pretty much irrelevant. CCP says "10%" damage increase. I"ve just checked this latest spreadsheet against in-game values. Some are spot on 10%, others are 10.1%, 10.3%, 11%, 9.5%, 9% and so on. There is no rhyme or logic. The values variate too high to be a rounding issue. Also Nova Knives and Grenades did not get any kind of damage increase (i am not complaining about the lack of increase, just inconsistency and lack of data). And of course the new weapons are missing all together. CCP, PLEASE PLEASE PLEASE give us another accurate data-dump
+1 to this. And please try and get it to us before the updates so Hydra can update his DFT. :-) |
Sponglyboy Squaredoo
Not Guilty EoN.
51
|
Posted - 2013.05.15 12:36:00 -
[218] - Quote
LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao
You just said zillion ...
|
Sponglyboy Squaredoo
Not Guilty EoN.
51
|
Posted - 2013.05.15 12:37:00 -
[219] - Quote
Grenadez Rollack wrote:Is it me or is dust not even really fun anymore
Not just you
|
Cosgar
The Unholy Legion of Darkstar DARKSTAR ARMY
952
|
Posted - 2013.05.15 20:49:00 -
[220] - Quote
Sponglyboy Squaredoo wrote:Grenadez Rollack wrote:Is it me or is dust not even really fun anymore Not just you Agreed.
Everything I've enjoyed keeps getting nerfed or watered down. Only thing that keeps most of us playing religiously is the friends we met. It's gotten so bad that my friends and I have been trying to find another game we all like and play that instead. |
|
Kwik Draw
Traitors Function
10
|
Posted - 2013.05.15 21:08:00 -
[221] - Quote
ChromeBreaker wrote:WAIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Please please dont say its a blanket +10% !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Tactical AR's dont need it. Forge guns dont need it Grenades dont need it!!!!!!!!!!!!!
PLEASE be careful with this! HMG i can understand but 10% might mess with everything else
forge guns DEFF need it.. they have been nerfed to death. i look someone in the eye and shoot 5 grenades into them before their shield is down ;)..
hell i shoot everything into a fourwheeler and it still squishes me. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
471
|
Posted - 2013.05.16 17:29:00 -
[222] - Quote
So it's come to our attention that the Flaylock and Plasma Cannon did not receive the boost. Assuming that the weapons were balanced before the buff, this means the weapons are now underpowered compared to everything else.
https://forums.dust514.com/default.aspx?g=posts&t=77521
|
Croseus Hubrau
Dark Firebird TF
1
|
Posted - 2013.05.18 21:37:00 -
[223] - Quote
There is a god. Lol.
Also is there any chance you guys are looking into changing the muzzle flare graphic when zoomed in? i find that the muzzle flare is very extreme and almost blinding making it difficult if not impossible to see what i am shooting at. =\ |
Varick Blauvelt
Onikanabo Brigade Caldari State
0
|
Posted - 2013.05.20 01:04:00 -
[224] - Quote
Well, I don't get to play a ton (probably 30 minutes a day on weekdays, a bit longer on weekends depending) but I've played a lot of shooters and I did notice one change that didn't make sense.
The Scrambler Pistols got a damage buff, but Breach Scrambler Pistols stayed the same. They have a reduced rate of fire and a reduced clip for a SLIGHT increase in damage now. Shouldn't the damage buff be proportional to balance out the negatives of this class of weapon? Otherwise it's entirely pointless... the Assault Scrambler Pistols simply outclass Breach Pistols in most combat situations.
I like using the Scrambler Rifle (GREAT addition to the game), and I have no problems with the damage / range, but taking a static 50 damage doesn't seem like much of a penalty for my Heavy character using it, but a Light character might hate having half of their shields killed. Is there any way maybe a PERCENTAGE of a character's shield / armor could be damaged, that way it's a harsh penalty across the board?
Keep the updates coming - I liked Dust 514 before, and it's quickly becoming my favorite shooter now! =) |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.24 07:33:00 -
[225] - Quote
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.
Tl;dr version: 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.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff)
Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out).
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal.
if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad.
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR.
all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil. any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win.
thank you for hearing me out. I appreciate your time, consideration and paticence. |
KOBLAKA1
Opus Arcana Orion Empire
0
|
Posted - 2013.05.25 02:39:00 -
[226] - Quote
D legendary hero wrote: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.
Tl;dr version: 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.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff) Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now). the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out). limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal. if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad. its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem. as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR. therefore, the HMG should have the same range profile if not slightly more than an AR (lets face it plasma changes its state faster than solids like lead). this is again balanced by the in accuracy of the intial spooling time, and reload time. all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil and 5. its in accuracy (during intial spool extremely in accuracte until spooling is complete then really accurate), 6. head shots (its much easier for other weapons to get headshots on heavies giving them additional damage. my limited mobility makes it so that i cant really dodge effectively). any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win. thank you for hearing me out. I appreciate your time, consideration and patience.
+1
Heavies are worthless right now. An hmg should take out a bull rushing *insert any suit here*, as it stands if that bull rushing dude wins. Also a militia rifle shouldn't be able to kill me unless unless bullets hit my face. In now way do heavies "withstand CONCENTRATED small arms fire" like their description says. |
D legendary hero
One-Armed Bandits Unclaimed.
16
|
Posted - 2013.05.27 07:25:00 -
[227] - 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 -hmg needs accuracy after initial spooling
|
Beeeees
KILL-EM-QUICK RISE of LEGION
2
|
Posted - 2013.05.28 05:20:00 -
[228] - Quote
Like I suggested in a separate thread, gear, at least for now, should reflect its output in its relative price.
This way lots of issues like protostomping, "OP" whining and roadkill derby would take a significant hit in their popularity.
Proto gear would be reserved for significant battles, and the need for powercreeping everything towards uselesness (see MD and HMG) would be eliminated.
Lets face it.
Some weapons will always be more useful than others.
The AR is king of the game right now, it always will be, as its the most reliable weapon in any given situation. There will always be more ARs in a match as any other weapon. You can balance ARs (and scramblers, and upcoming rifle variants) against each other, however, you cant balance ARs against HMGs or Sniper Rifles.
The MD will always be a niche weapon that can dish out in the right hands, the HMG will always be a powerhouse. Instead of nerfing those, cranking up the price would do a great deal better.
What I see now in the game are heavies running around with SRs and ARs, that is not the thought behind either of those things. |
Dj grammer
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.05.29 17:49:00 -
[229] - Quote
Before I state what I am talking about, I did use both the GLU-5 and Duvolle Tactical AR's. BUT....
I understand the balancing of the weapons by adding some more damage to them to compensate for the sheer amount of shields a person could have. But when a weapon is over-powered and overused shouldn't that send a red flag alert out there? What I mean is all of the tactical assault rifles (GLU and Duvolle). Both giving damage of 75 and 78.5 hp/bullet is ridiculous. Stack damage mods and the assault rifle proficiency to it they can deal from 86.25 and 90.275 hp/bullet. To add more insult to injury, the officer weapons can not match up to them and the officer weapons are supposed to be the best of the best. In other words any new person or any person with not enough shield/armor will be demolished by these guns. I have seen more tactical AR's ran more than any other AR's in the game. All that I am asking (along with thousands of others) is please consider another weapon balancing |
Dj grammer
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.29 20:22:00 -
[230] - Quote
Beeeees wrote:Like I suggested in a separate thread, gear, at least for now, should reflect its output in its relative price.
This way lots of issues like protostomping, "OP" whining and roadkill derby would take a significant hit in their popularity.
Proto gear would be reserved for significant battles, and the need for powercreeping everything towards uselesness (see MD and HMG) would be eliminated.
Lets face it.
Some weapons will always be more useful than others.
The AR is king of the game right now, it always will be, as its the most reliable weapon in any given situation. There will always be more ARs in a match as any other weapon. You can balance ARs (and scramblers, and upcoming rifle variants) against each other, however, you cant balance ARs against HMGs or Sniper Rifles.
The MD will always be a niche weapon that can dish out in the right hands, the HMG will always be a powerhouse. Instead of nerfing those, cranking up the price would do a great deal better.
What I see now in the game are heavies running around with SRs and ARs, that is not the thought behind either of those things.
100% agreed
|
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bill the noon
Condotta Rouvenor Gallente Federation
32
|
Posted - 2013.05.30 13:28:00 -
[231] - Quote
So this thread has been dead for a while. Is ccp happy with the hmg, is this where they are going to leave it. It would be nice to hear about the how you feel so i can apply for respec before deadline. |
D legendary hero
One-Armed Bandits Unclaimed.
37
|
Posted - 2013.05.30 17:40:00 -
[232] - Quote
yeah, it appears that ccp doesnt give a s*** about heavies because i have a post with over 110 replies, 1200+ views and 88+ likes. not a single comment fom ccp, dev, gm, or cp.
then yesterday one guy put up a single post on the tac AR and the second comment was from a dev.
it seems like ccp just wants to cater to AR users and COD fan boys. and in doing so are throwing balance and fairness to the win.
if i had realized this before the respec, i would have put all my points into ARs. its stuff like this that makes me wanna stop playing dust or video games in general. it seems that the closer you get to modern games the more the dev, cater to the majority and forget fairness. as a result the variety in the game is lost because using anything other than the "I win weapons" or guns from that category then you lose. |
D legendary hero
One-Armed Bandits Unclaimed.
37
|
Posted - 2013.05.30 17:48:00 -
[233] - Quote
dev in all games used to work hard to balance everything. i mean think of MvC1 the first one was pretty balanced (except onslaught).
if you were good with your character you could do wonders. or even star wasrs battle front 1 and 2. they were pretty balanced. but the closer you get to modern times, balancing is not the way to go.
after their quick damage buff to the hmg, they feel that was enough and have been ignoring hheavy posts. because their afraid that if they actually balance heavies, the CoD, Battlefield AR and SR users will actually need to play using skill and tactics against a heavy.
everyone is afraid of heavies proto stomping other dropsuits. they forget a protologi is still a logi, a proto assault is still an assault they are the same drop suit is still an assault suit. they are just supposed to be better at what logis and assaults do.
as it stands there is no difference between a proto heavy suit and a scout suit because i die just as fast |
bill the noon
Condotta Rouvenor Gallente Federation
32
|
Posted - 2013.05.30 18:27:00 -
[234] - Quote
Its like they forgot that wp's exist and are trying to get all the suits to have equal k/d's. That or my guess about it being a lag /hit detection problem are right. I just wish i knew if this is it or if they are trying to do something still. Only becaus of the deadline for respec. |
Beeeees
KILL-EM-QUICK RISE of LEGION
5
|
Posted - 2013.05.30 20:13:00 -
[235] - Quote
D legendary hero wrote:dev in all games used to work hard to balance everything. i mean think of MvC1 the first one was pretty balanced (except onslaught).
if you were good with your character you could do wonders. or even star wasrs battle front 1 and 2. they were pretty balanced. but the closer you get to modern times, balancing is not the way to go.
after their quick damage buff to the hmg, they feel that was enough and have been ignoring hheavy posts. because their afraid that if they actually balance heavies, the CoD, Battlefield AR and SR users will actually need to play using skill and tactics against a heavy.
everyone is afraid of heavies proto stomping other dropsuits. they forget a protologi is still a logi, a proto assault is still an assault they are the same drop suit is still an assault suit. they are just supposed to be better at what logis and assaults do.
as it stands there is no difference between a proto heavy suit and a scout suit because i die just as fast
This It has to actually involve skill to field a heavy. It has to actually involve skill to field a scout. It has to actually involve skill to bring them down before they bring you down.
The heavy has to be the bulkead of its squad, now its just a suit that has more EHP. Like, literally, its just a ******* suit with more EHP, no tactical differences involved.
Typical post-chromo heavy encounter: "Oh, its a heavy, time to display MAD SKILLS and breach shotgun/mass drive his face back to the MCC" "NOPE" said the heavies AR while slapping your sh!t from mid-distance. No skill involved.
So yeah, what do you do? Bring out that SR and gun him down like a b!tch. No skill involved.
I mean, what? Really? |
D legendary hero
One-Armed Bandits Unclaimed.
44
|
Posted - 2013.05.31 08:17:00 -
[236] - Quote
^^dude you lost me |
Beeeees
KILL-EM-QUICK RISE of LEGION
6
|
Posted - 2013.05.31 15:10:00 -
[237] - Quote
D legendary hero wrote:^^dude you lost me, can you re-word that a bit? TL;DR
Specialization is f-¦cked, because nieche weapons are not worth using and heavies are made of paper and shoot jelly beans. |
D legendary hero
One-Armed Bandits Unclaimed.
49
|
Posted - 2013.05.31 16:43:00 -
[238] - Quote
Beeeees wrote:D legendary hero wrote:^^dude you lost me, can you re-word that a bit? TL;DR Specialization is f-¦cked, because nieche weapons are not worth using and heavies are made of paper and shoot jelly beans.
^^now i understand you. +1 to that. totally agree |
Arthur Tavares
Bloodwolves Battalion
5
|
Posted - 2013.06.01 02:36:00 -
[239] - Quote
Has anyone noticed that the prototype assault and scouts wit tactical assault rifles are dominating a heavy with same tier gear, just saying heads up they should not win. |
D legendary hero
One-Armed Bandits Unclaimed.
50
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Posted - 2013.06.01 07:46:00 -
[240] - Quote
^^this
yeah, they brun through us heavies like toilet paper, and ex wives... something must be down |
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