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Imp Smash
On The Brink CRONOS.
109
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Posted - 2013.05.24 04:50:00 -
[121] - Quote
I find heavies to be damn effective in PC. And it's actually not too hard to get headshots with that hmg. May e thy need a fix - I don't know - by heavies are far from useless IMO. |
Jenova's Witness
Red and Silver Hand Amarr Empire
9
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Posted - 2013.05.24 05:03:00 -
[122] - Quote
We need more AI heavy weapons so that the HMG's range/DPS isn't scaled with light weapons anymore. |
137H4RGIC
SVER True Blood Unclaimed.
68
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Posted - 2013.05.24 06:14:00 -
[123] - Quote
Hi, I'm a Heavy, and I'm one of the best heavies in the game for PC :3
heavies are not OP, not UP, they're working as intended as point defense units |
Ignatius Crumwald
IMPSwarm Negative-Feedback
508
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Posted - 2013.05.24 06:18:00 -
[124] - Quote
Heavies are trash and if they are working as intended then CCP doesn't intend them to work.
Trust me when I say, My opinion is the only one that matters on this subject. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
70
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Posted - 2013.05.24 07:00:00 -
[125] - Quote
I think the HMG should be more of a way to show others you mean them harm, rather than actually causing harm.
Like, if I don't want to be your friend anymore, but I don't feel like saying the words, then BAM! HMG...
Or like if you have to really use the john but some one is walking in there just before you, BAM! HMG...
Or like if your mom is all about you getting better grades or shes going to sell you to the landlord for rent again, BAM! HMG... |
D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 18:24:00 -
[126] - Quote
martinofski wrote:Heavy + HMG : Pros - HMG okay Damage output (around 650) - High HP, around 1500 if equipped with 2 complex shield extender and 3 complex plates). Cons -slow suit(easy target) -big hitbox(easy target) - HMG dispersion - Low range - Bigger scanning profile - Slow turning speed - Need a logi repairer, or repair module instead of plates - Definately can't strafe - rarely achieve headshot with most bullets - Can't carry anything - Can't jump
Assault/Logi + AR :
Pros - AR and TAR good DPS, 360 DPS and let say around 700 DPS for guy that can click fast enough. - Medium-High HP, around 800-900 if equipped with 4-5 complex shield extender - fast - can Strafe with ease. - Can carry equipment, which mean nanites, scanners, nanohives, droplink -medium hit box -higher headshot bonus - Can aim (with a sight) - Long range - Jump well enough to go over barriers
Cons... -Less speed than scout -Less HP than heavy
Help me here,because I have no kitten clue what else. I know i run heavy so my analysis might be a bit wrong, but I don,t mind people adding to this.
that sounds just about right, dnt forget heavy long reload time, over heating and low damage to shields |
D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 18:32:00 -
[127] - Quote
Lance 2ballzStrong wrote:Mr Sprinklez wrote:I haven't been playing for long, but if any of you have seen me with my HMG, you know this thread is a load of bull. The HMG is powerful to anyone who can become accustomed to its range, anyone that says otherwise spends too much time with a TAC and wants everything to be an Iwin button. lol *sigh*... people and their judging of weapons in pub games against noobs. This community will NEVER learn. Thanks to CCP's data collecting in pubs, they saw how easy it was too mow down noobs using militia suits running straight at heavies, so they thought a nerf was needed. People need to think OUTSIDE THE BOX. People don't pub 24/7 against noobs who don't know their arse from their elbow, and it's only when you play against good people you'll see how WEAK the class is.
exactly. to anyone knowing what they are doing they will just walk or jump backwards and anihlate you in your heavy suit, or they will get close jump over you and anihlate you. hell, some people have so much shield ad armor (because heavys get almost no slots or PG/CPU we cant really shield tank, or even armor tank as hard as everyone else) they can charge right through my gun fire and still win.
CCP needs to give the HMG the range of the tac AR (the dispersion, and low damage per shot balance it out.) once the spooling is complete it should be as accurate as an AR (remember this is a future gun. The heavy suit needs to be completely re-conceptualized. why? because they refuse to give the heavy suit the armor and shielding it needs to be able to tank bullets, but keep the heavy so slow that anyone can win over him |
D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 18:42:00 -
[128] - Quote
Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury.
CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is.
due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades.
the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 18:48:00 -
[129] - 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 |
XxWarlordxX97
Internal Error. Negative-Feedback
1775
|
Posted - 2013.05.24 18:48:00 -
[130] - Quote
D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you? |
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D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 18:50:00 -
[131] - Quote
Nonya Bizznizz wrote:SoTa ReGnUM PoP wrote:Laheon wrote:Heavies aren't meant to be a heavy version of the assault.
Heavies are meant to defend a position - they exceed as a defensive role. Set up round a corner and anything coming around that corner is dead. On Manus Peak, I used a heavy to great effect defending point C, despite coming under heavy assault, with bombardment from a railgun installation, too. Most assaults were too cautious to come close, and those that did I ripped to shreds in seconds. Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that? Please - stop telling a class how to play. Even CCP said that Heavy's were meant to be point defense guys. Please - accept the guy's helpful advice
CCP said the heavies were supposed to be walking tanks. what tank can you destroy in half a clip from an AR? CCP said the heavy suit is supposed to be resistant to small arms fire and small explosives. yeah, CCP lied to you pal.
Defensive my ass, on if they enemy doesnt know what they are doing. anyone the chucks in one flux grenade will nail you because you cant run from it, and since your hmg doesnt do beans to armor and the enemy can run all over you, you will die every time. or better yet the enemy posts up on a roof, you cant hit them at the top of that roof, so they shoot you and you cant shoot them.
SNIPERS PLAY A DEFENSIVE ROLE. SNIPERS CAN STAVE OF A LARGER FORCE BECAUSE THEY ARE TOO FAR TO BE HIT, BUT CAN PICK OFF ENEMIES ONE BY ONE. A heavy can do that, we are just free points |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
71
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Posted - 2013.05.24 18:52:00 -
[132] - Quote
Realistically. the HMG should have the stats it had in Replication. |
D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 18:54:00 -
[133] - Quote
bill the noon wrote:Can one of the people yelping about "its a defensive weapon" explain what the fundamental difference between attacking and defending is. If i can't put people down while attacking how do i suddenly gain the ability to kill them if the objective near me is blue. If an enemy can strafe step around me while im attacking what changes when im defending. Is the hit deyection different around base you have captured? Is there a damage bonus? We have the largest radar sig so if we are defending we will show up earlier then any other suit so its not like we can suprise the enemy. Also i have only seen the devs talk about how the sentinel suit was designed for a defensive role can some one provide a link to where the devs say the hmg is a defensive weapon. Lastly if the weapon isn't leathal how can it be used as a supressive weapon, as some people say it is supposed to be. If tue enemy isnt n danger of dying they will just ignore and or kill you.
^^my point exactly. |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:01:00 -
[134] - 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.
actually on defense its the other way around, the enemy controls when they attack, where they attack, and how they will attack on defense you must react to their assualt. by keeping surveilnce (which heavies cant do) and extending you defensive parameters (heavies are to slow and cant carry drop uplinks) you can stop threats early. if heavies are as you say then they are only a last resort. normally at that point you are out gunned and manuvered. so you get 1-2kills and then they take the objective anyway. whats the point? |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 19:02:00 -
[135] - 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? |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:03:00 -
[136] - Quote
Lance 2ballzStrong wrote:Promethius Franklin wrote:Yes, you can attempt to use it any way you please. Though it will have a place in which it shines. For the heavy that is a defensive position where the advantages of the weapon can be brought to bear. And you're wrong again. The removal of sharpshooter forced the HMG into a defensive role. Before it was a versatile suit / class. Able to attack and defend, which EVERY class should be able to do, as that is a very basic aspect of a FPS. But people with your mentality are happy to force a class into 1 role and call that a day. The range nerf to all weapons hurt the HMG the most cuz without it, heavies are stuck camping. That's fun for people? Camping a room? Plus this defensive role you speak of, it's also followed by another one I laugh at... the "support role". Support and defend what exactly? A 10-15m radius? lol Forcing roles into a class is a sure way to see people move away from it... like many have done already.
expect to see more AR, SR and snipers with the respec on may 31st |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.24 19:07:00 -
[137] - 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 |
D legendary hero
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.24 19:08:00 -
[138] - Quote
Laheon wrote:Lance 2ballzStrong wrote: You're trying to force a class into a specific role...that's not what this game is meant for. Like saying the scout suit is only for sniping in mountains, the assault suit is only for assaulting with AR's, the logi suit is only for healing people.
You can't shove a specific role on a class, regardless what CCP says about it.
I had a corpmate that made his tank as fast as LAV's just cuz HE COULD. If you think heavies are ONLY for defense then that's a real ignorant outlook to classes.
Kay, let's see. High HP, check. Low speed, check. What does that equal? A low mobility heavy weapons platform. That's its description, no? Its anti-personnel main weapon of choice is short range. No one can argue with that. Coupled with the low mobility, this means that it needs the enemy to come to it. Is there any fault with that logic? This automatically means defensive role. I can't see how you can't think that through. I'm not forcing the heavy suit into a role, that IS its role. Give it an AR and it still won't be able to keep up with an assault suit, simply because the assault suit is more mobile, and can trick the heavy user when running around cover (e.g. a shipping container-type thing) to pop round behind him. Sure, you can play your heavy like that, but that's not his best role. Just like a scout's best role is not to take out tanks. Or an assault's best role is not to support the team. It's really quite simple - the heavy's best role, the role it exceeds at, is defensive play. You CAN play it offensively, but you're much better off playing assault for that. You CAN use it to snipe, but it's a waste of the suit. You CAN use it with a shotgun, but it's effectively useless like that. Again, I'm not forcing the suit into a role, I'm simply stating THAT'S WHAT'S IT'S BEST AT.
high HP check, low mobility check, what does that equal? a turret. that wasnt the discription the CCP gave heavies. a shotgun has high mobility and damage in close range, so it is better at CQC. anything CQC must be fast and agiliy. the heavy is not. scout cant take out tank? think again, with proto swarm launchers and AV 'nades anyone can take out a tank
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D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 19:21:00 -
[139] - Quote
Chinduko wrote:I see a flaw and experienced players stop me if it's incorrect. If a heavy's sole purpose is to defend, do they wait for their team to take an objective until they can actually perform their jobs? If so, that means that all heavy specialized players should just wait in the MCC until they have an objective to defend. The problem becomes noticed if the team is unable to take an objective and must attack the for the duration of match. I suppose that it's accepted that since the heavy cannot help you attack, they can freely sit in the MCC until the team does grab that objective or gets redlined, in which case, the heavy we never need to leave the MCC. CCP claims the heavy is only for defending as well so that implies CCP expects the heavy soldier to remain in the spawn point if there is no objective to defend. That seems logical to me. If you are a heavy, you do this; sit in the MCC until you are able to defend something. If someone complains, you tell them you're job is not to attack, it is to defend. CCP caters to all classes but not the heavy. They gave the assault and logistics drop suits that can mass up to or more than1k total armor and shield to match the heavy. I have a corp mate that has 600 shield, 400 armor and a GLU TAC because the minmatar assault has 5 high slots and 4 low slots. He can do the defensive job of a heavy much better as he has only 100 less hp than I do and he can actually kill other players while still keeping much better mobility than my heavy. The assault really can do the job of a heavy better. They gave snipers plenty of open spaces and a redline close to the action so they cannot be flanked nearly as easily and a buff to sniper rifles dmg. They only took from the heavy. I don't know anything they actually gave the heavy suit. Thanks CCP!
^^thats exactly my point. this is the "defensive" really a quite boring one unless you like camping. and since people can sneak up on heavies easy expect o get nova knived. lolz
so until objectives are taken you squads are down a man assuming there is one heavy in each squad. might as will just spec into HAVs and buy vehicle mods, its much cheaper and you get more kills, you lose few of them, and you get your team more points |
SoTah Pawp
Amarr Templars Amarr Empire
1
|
Posted - 2013.05.24 19:25:00 -
[140] - Quote
SoTa ReGnUM PoP wrote:Laheon wrote:SoTa ReGnUM PoP wrote: Heavies were meant to stand toe and toe with tanks if we use your logic. Where the hell is that?
Please - stop telling a class how to play.
I didn't mention tanks...? I said installation. From halfway across the map. I got behind cover, and despite being in a pretty limited area, managed to defend C for a few minutes. I'll tell a class how to play until people who play that class actually understand that the heavy is a defensive tool. Anyone looking at the slow speed can tell you that. Heavies just can't cross ground quickly enough to get between cover and can't run up quickly enough to apply DPS consistently. Assaults and scouts are much better at assaulting positions than heavies. Heavies simply don't have the speed to assault. Got it yet? CCP has gone on record as saying this is the heavy's role, what it has been designed for. Heavies are not defensive tools - that is the counter every idiot who fears OP infantry tanks spouts. We are walls that move the battlefield or get picked off for being idiots standing out in the open. Any points to say heavies are only meant to be one thing is worthy of being called ignorant. CCP calls heavies JUGGERNAUGTS that stand toe to toe with tanks - so if we were to take CCP to there word they're already lying about what our class can do. Heavies don't move fast - you're right - they need to move smart instead. For when they do reach the front lines safe they can move it forward. Or used to be able too - now a heavy trying anything but point defense is folly and proof CCP has no idea wtf they're doing. And I'll remind you we are suppose to be able to create our own perfect solider. My ideal one would be a slow moving tank , ops, not going to happen, why even with all of CCP's brag of customization? It's ridiculous and posts like yours supports CCP's ignorance of there own creation. ^^^
Why are people circling around this damn topic? Keep it moving forward and don't let an idiots opinion who didn't read this thread all the way side-step you. |
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D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 19:39:00 -
[141] - Quote
Novawolf McDustingham The514th wrote:Realistically. the HMG should have the stats it had in Replication.
please remind me, what was that like? |
D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.24 19:39:00 -
[142] - Quote
XxWarlordxX97 wrote:D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you?
perhaps. |
XxWarlordxX97
Internal Error. Negative-Feedback
1778
|
Posted - 2013.05.25 02:34:00 -
[143] - Quote
D legendary hero wrote:XxWarlordxX97 wrote:D legendary hero wrote:Muramasa Armads wrote:I personally have always wanted the Heavy class to be a CQC nightmare. I think the Heavy should be a class that has one dominating strength and multiple weaknesses. It should be a juggernaut that excels at close range and destroys everything, but it should be a class that is completely worthless at mid to long range. That would be the trade-off for having such lethal ability at close range. I would also give HMGGÇÖs insane power and burn up. I have always been annoyed that CCP has allowed this pitiful burn up mechanic to exist and it allows any scrub heavy to hold the trigger down to get kills. Heavy should be a skillful class that is a high risk and high reward weapon. Maxing out HMG operation should not mean that you never burn up and in fact the burn up should be incredible to the point that you have to grab level 5 in order to somewhat control it. I also would significantly increase the turning speed of the Heavy because itGÇÖs a joke right now. I have seen rail guns turn faster. Heavy should be a class that you have to strategically place in order for it to be effective and it should require patience from those that use it.
To those that want heavy to be used from a defensive position. Be careful what you wish for because if CCP goes ahead and gives suppression mechanics to heavies then youGÇÖre in for a rude awakening. I come from BF3 and while suppression is great in concept itGÇÖs terrible in practice. Think of the suppression a Mass driver inflicts and multiply it by 10 because that is what a HMG will do if given suppression mechanics. If you think spray and pray was annoying now wait until a HMG kills you because a Heavy is literally holding down the button with 425 bullets of suppression fury. CQC with that turning speed, thats what shotguns are for. really? if you guys had your way heavy suits would just be turrets. and with most maps being 80%-90% open field, your just asking for another target. realistically the hmg should have equal to or more range than an AR. the heat up time is good as it is. due to its initial dispersion its allegedly good at CQC, but once the spooling is complete it should accurate enough to hit the AR camper on the roof. (by that time ive already spent about 100 bullets spooling). remember the suit is inherently balanced it doesn't need trade offs it has them now. the limited mobility, reload time, initial inaccuracy, few suit slots, low damage to shields, bad turning speed, susceptibility to shotguns, nova knives and grenades. the way it is now i cant hit someone from literally across the street, in real life, someone two blocks down would still get shredded. remember this isn't an LMG this is an HMG with a suit especial designed to carry it. Do I know you? perhaps. Hm |
D legendary hero
One-Armed Bandits Unclaimed.
6
|
Posted - 2013.05.26 05:22:00 -
[144] - Quote
1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
517
|
Posted - 2013.05.26 08:51:00 -
[145] - Quote
D legendary hero wrote:1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective.
#3 is probably the best idea. Body shots should have around 80% base effectiveness from small arms fire (light weapons and side arms) and heavies should get their own class of armor plating that can increase this. Heavies are the easiest class to head shot by far so I don't see something like this making them overpowered. |
Novawolf McDustingham The514th
Amarr Templars Amarr Empire
93
|
Posted - 2013.05.26 08:51:00 -
[146] - Quote
D legendary hero wrote:Novawolf McDustingham The514th wrote:Realistically. the HMG should have the stats it had in Replication. please remind me, what was that like?
Warm apple pie... |
Master Jaraiya
Ultramarine Corp
105
|
Posted - 2013.05.26 12:22:00 -
[147] - Quote
The HMG needs this:
Master Jaraiya wrote:
I understand you wanted to make the Heavy play the role of point defender. To me this means being able to take on at least a full squad of 6 by myself as is often the case. In order for this to happen HMG needs either:
category a.) Longer range, tighter bullet spread, less kick/heat build up, smaller targeting reticule, wind up upon ADS, suppression effect: stopping power (-__% movement speed per landed round), more damage
or
category b.)Faster turning speed, more damage, faster wind up when AFH, suppression effect: blur (-__% visibility per landed round), longer range, tighter spread, wind up upon ADS, less kick/heat build up
I wouldn't mind seeing a category a.) HMG(point man assaulter) and a category b.) HMG(point defender) in each tier for the HMG in order to add more diversification for the Heavy's role. Either one of these categories would work for point defender, however.
These are my suggestions please note under each category suggestions are listed in order of importance for intended purpose.
These suggestions are based off of my own experience, other players' suggestions, and the DEVs'/players' communications.
Had this posted in another thread, but it didn't receive much attention for some reason. Personally I think this is exactly what the HMG needed then and my opinion hasn't changed. |
Raze galder
Royal Uhlans Amarr Empire
52
|
Posted - 2013.05.26 13:28:00 -
[148] - Quote
D legendary hero wrote:1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective. I like this idea i like that your trying to make heavy's a bit faster but not assault fast and i never understood why sp into heavy did not give u some form of passive resistance. |
Superhero Rawdon
Bloodwolves Battalion
32
|
Posted - 2013.05.26 14:34:00 -
[149] - 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 |
D legendary hero
One-Armed Bandits Unclaimed.
9
|
Posted - 2013.05.26 15:09:00 -
[150] - Quote
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 |
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