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Superhero Rawdon
Bloodwolves Battalion
32
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Posted - 2013.05.24 18:48:00 -
[1] - Quote
Ignatius Crumwald wrote:Heavies aren't complaining that they die open field. They're complaining that they cannot compete in areas where they are supposed to excel because the suit and weapons have been over-nerfed to the point of making them uncompetitive VS assault in those areas where you claim they are supposed to be superior.
I can do everything a heavy is supposed to do better with an assault or a scout and have more SP to spend elswhere, so why even have them at all?
If the devs aren't willing to let them excel in anything other than being big slow targets that take 6-8 extra bullets to kill, I actually have to recommend that CCP look into dropping the heavy suits and heavy weapons all together.
A little extra damage drop-off range on the HMG ain't gonna do ish.
^this +1 |
Superhero Rawdon
Bloodwolves Battalion
32
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Posted - 2013.05.24 19:02:00 -
[2] - Quote
Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground.
well, bc of the **** turn speed, the only CQC we excel at is straight ahead
so........wheres the logic in that? |
Superhero Rawdon
Bloodwolves Battalion
32
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Posted - 2013.05.24 19:07:00 -
[3] - Quote
bill the noon wrote:Laheon wrote:Lance 2ballzStrong wrote: Since Open Beta? No.
Pretty sure they were better in Chromosome than in Uprising. Even then they were lulz in Corp Matches, and they had range then. So they took out range and made heavies slower in Uprising.
Actually, they nerfed the HMG dmg by 20%, AND took out sharpshooter. Thanks to allot of heavies speaking up the dev realized he made a mistake with numbers and corrected the dmg nerf.
I went off on a tangent there, but just pointing out that heavies weren't confined to this "defensive" role since open beta, you're wrong. This new role has been forced on us in Uprising due to the fact we ONLY have Amarr suit and ONLY have the HMG (FG is AV)
You misread. I put the "intended" in there intentionally. They were always meant for a defensive role. @Billy In a defensive situation, you get to control exactly where you fight. The enemy don't. They come to you instead of you going to them. If you're a heavy, you dictate exactly where you meet the assaults. If you're smart, that would be in CQC. Also, when playing defensively, you don't run across 20m of open ground. bullshit . how am i in control of where i encounter the enemy if i show up on radar first, objectives have multiple ways in, and i can be easily out flanked. go thru the maps in your head, most objectives have a wide open side to them. not to mention that if the enemy does come to me i also have to make sure they aren't too close as they can strafe around me quite easily, and i cant run from a grenade well. and as the assault suits have a shorter wait for sheild recharge they can play peekaboo with me till i have to reload.
well said +1 |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.26 14:34:00 -
[4] - Quote
i personally dont care about the sprint speed as much as i do the turn speed. i dont see why slow overall movement has to effect how quickly we can change the direction we are facing, tbh.
sick to death of every weapon doing more dmg than the hmg. boundless does 19.8 (thats the proto HMG for those of u that didnt know) while submachine guns do what, 22? but with no dispersion.
honestly, with the duvolle doing 77dmg (not QQ about AR dmg as much as im QQing about HMG dmg here) why in the hell is the hmg dmg so low? balance? thats not balance. thats crippling a gun (and user) from doing his intended role. minimum range and crazy bullet spread, so that 2000rps really doesnt mean too much, does it?
the range from the last build (i dont remember wut the dmg was, so i wont comment on that) was ideal for our role, even with the slow turn speed.
some of u ppl are worried about the heavy being a game dominator or some ish. well, lemme tell ya...if u cant figure out how to kill a walking heavy, then u need to get killed by its HMG. point defender, area denial, CQC, frontal assault support......those are the roles of heavies. thats wut we are supposed to b good at. not even barely adequate, tbh. and its not the suit (although i would love having a equipment slot so i can carry uplinks. yaknow, being a point defender and all. jus sayin) its the effin gun. our options are limited as is, so make the HMG what it should be.
/rant |
Superhero Rawdon
Bloodwolves Battalion
33
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Posted - 2013.05.27 00:17:00 -
[5] - Quote
D legendary hero wrote:Superhero Rawdon wrote:i personally dont care about the sprint speed as much as i do the turn speed. i dont see why slow overall movement has to effect how quickly we can change the direction we are facing, tbh.
sick to death of every weapon doing more dmg than the hmg. boundless does 19.8 (thats the proto HMG for those of u that didnt know) while submachine guns do what, 22? but with no dispersion.
honestly, with the duvolle doing 77dmg (not QQ about AR dmg as much as im QQing about HMG dmg here) why in the hell is the hmg dmg so low? balance? thats not balance. thats crippling a gun (and user) from doing his intended role. minimum range and crazy bullet spread, so that 2000rps really doesnt mean too much, does it?
the range from the last build (i dont remember wut the dmg was, so i wont comment on that) was ideal for our role, even with the slow turn speed.
some of u ppl are worried about the heavy being a game dominator or some ish. well, lemme tell ya...if u cant figure out how to kill a walking heavy, then u need to get killed by its HMG. point defender, area denial, CQC, frontal assault support......those are the roles of heavies. thats wut we are supposed to b good at. not even barely adequate, tbh. and its not the suit (although i would love having a equipment slot so i can carry uplinks. yaknow, being a point defender and all. jus sayin) its the effin gun. our options are limited as is, so make the HMG what it should be.
/rant ^^yes however, the gun does great damage! beacuase of the rpm. although i feel it should do about 97% damage to shields, because it is minmintar (which is better than the current damage to shields). nonetheless, the range must be buffed to AR range or even 98% AR range. a real lmg has the same range but more power than an AR. so how much more so should an HMG have the range but more power than an AR! the heavy running 15% faster, with a 10% increase in turning speed will really help heavies to actually be able to play the game. i also sugguest that the accuracy after the counter wieghts are in place be increased. by the time the counter weights are in place i have already spent 100 bullets, and 2000rpm you could end up reloading fast because of the high inaccuracy. the reload time is bad enough. even with the reload skill that lowers the time. hell, i'd reload abit longer if i could be more accurate. i'd be more motivation to spec into the reload skill
honest to god, i would take a 15% increase in turn spd and 0 increase in run spd......dat turn spd...... |
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