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Arcturis Vanguard
Militaires-Sans-Frontieres
17
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Posted - 2013.05.26 22:24:00 -
[1] - Quote
I'm beginning to think that most of you heavy users are terrible. The heavy does not need to be slowed down any more then it already is. I refuse to skill into the sentinel class because the reduction to feedback damage is a complete waste as no heavy weapon causes this. I really like the idea of the resistance to small arms fire as the bonus for the sentinel.
So with the prototype basic suit and three complex plates I move at 2.99 km/s and Sprint 3.4 or something like that. That is slow enough. Honestly too slow, but whatever, it is what it is. It's only pulled out with proto reps behind me. Can tank a ton of damage that way.
I can kill just fine with my HMG and usually have a high kdr. Learn to play the heavy the right way.
As the description indicates, the heavy should have some sort of base resistance against small arms fire which feels non existent if CCP has implemented into the stats. Would be interesting to see gameplay strategy with that implemented. |
Arcturis Vanguard
Militaires-Sans-Frontieres
23
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Posted - 2013.05.27 18:11:00 -
[2] - Quote
Alaika, your ridiculous. The heavy DOES NOT need to be slower. Drop that thought and move on.
A slight bump to turning speed would be nice but not necessary. Having a passive skill to reduce damage against small arms fire would be nice for the current build of the heavy. Starting off with 20-25% max skill would be a great place to start and the adjust when needed if it becomes too powerful. A fully plated heavy cannot move as is, so with the reduction of damage would allow said heavy to compete with multiple tangos firing on the heavy or that pesky scout with the shotgun that managed to get behind and Sprint staffing circles. Would be a nice addition to the sentinel class.
Also quit saying that a heavy shouldnt wield anything but heavy weapons. The commando class that will be coming out soon tm will be a quicker version of the heavy with two light weapon slots. A heavy can be anywhere and do whatever they want as long as they know their strength and weaknesses.
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Arcturis Vanguard
Militaires-Sans-Frontieres
23
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Posted - 2013.05.27 18:23:00 -
[3] - Quote
Saying your ridiculous is not a threat nor is it offensive. It's a statement.
You are obviously clueless when it comes to this class. Take a basic proto and slap complex plates on the low-end, all of them. Go out and fight with said suit and tell me they need to be slower. I can only image 4 complex plates with the proto sentinel moving speed. Turning rate would be even slower. |
Arcturis Vanguard
Militaires-Sans-Frontieres
24
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Posted - 2013.05.27 18:46:00 -
[4] - Quote
Alaika Arbosa wrote:I ran Heavy/Logi in Chromosome, your declaration of my "obvious cluelessness" is purely opinion.
Heavies are supposed to be Heavies (a dropsuit class all their own), not the crutch-specialized Assault suit.
Also, your statement that calling me ridiculous isn't offensive is also opinion. I could very well be offended by that (not saying that I am or am not), though someone else could also feel that it is offensive. Therefore, your statement is subjective.
Chromosome is dead. Referring to last build and making a judgement call on the speed of a suit suit for this build is irrelevant. Like I said slap on plates and play in this current build. It's slow enough and doesn't need to be slower.
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Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.07 05:41:00 -
[5] - Quote
D legendary hero wrote:1. ok. so for sentinel its base 10% resistance with 5% damage resistance per lvl, to a max of 35% for damage to sheilds and armor.
2. for basic heavy suit its 10% base resistance with 3% per lvl for a max of 25%. (or 2% per lvl for a max of 20% is also acceptable)
3. for galente suits its 10% base to shields and armor. with 4% increase per lvl a max of 30% for damage to armor only. (the shields stays at a base 10%)
4. for caldari its base 10% resistance to shields and armor. with a 4% increase per lvl to a max of 30% to shields only. (base 10% resistance to armor stays the same.
5. minmintar its a base 15% resistance to shield and armor and a 3% increase per lvl to max of 30% for both shields and armor. (the minmintar have less shields and armor than everyone else. however they have more slots than the other heavies. i dnt want them to be OP, but if the resistance is to low at the beginning you will just lose. still the minmintar heavy is supposed to be fast as well)
the above are in addition to the racial bonuses for the suits such as the amar reload speed, the caldari shield recover (plus 3% shiled recover after shield depletion), minmintar heavies speed bonus (plus 3-5% sprint (or movement) speed bonus per lvl)
This base 10% resistance should come from a skill. It's a 2% per level that would be applied to basic suits Skill as well as specialized. Skill should be a 3x multiplier which would put it around 310k sp when finished, roughly 2 weeks playing time without boosters and hitting weekly cap. The reason why I say this is because there are players out there that will not spec into the amarr sentinel in fear of not getting a chance to respec when the other race suits become available. Once the other suits are released, the skill is obviously transferable to any path you take. Militia heavies suits do not receive the bonus and the skill unlocks once basic suits are maxed like proficiency. (It blows my mind that CCP changed the suit build to allow adv basic max and then get proto specialized. All my life experiences tell me that you need to master the basics before the can moved on more specialized talents)
When I first heard there was a racial bonus, I immediately thought that during your character creation and the race you chose determined the bonus to the suit example is being amarr and choosing amarr frames = bonus but choosing caldari frame = no bonus.
I feel that CCP should of implemented the bonus as your character's race paired with its frame give one bonus that stacks with the specialized suit bonus. But if you are not racially tied with your suit, you only gain the one bonus. This would give more meaning to player creation.
That was a little off topic, but all in all I agree with the idea and can be adjusted with some testing. |
Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.07 15:24:00 -
[6] - Quote
Jathniel wrote:You guys need to be much more careful with your request now. The Heavy is in a much better spot, now that the TAR has been balanced.
That said, I don't think passive resistance bonuses are the way to go.
I would say give the Heavies a speed boost. Give them overall speed just under that of the Amarr medium frame, BUT in exchange for that increased speed they take a hit to their total HP levels, and instead be given ACTIVE armor/shield hardeners.
So basically, they should be somewhat fast and vulnerable in a normal state, but then they get their defense when they activate their hardeners.
Hardeners would have the following penalty: Shield Hardeners - Increase damage resistance by 60%, but shield recharging is disabled while it's active. Armor Hardeners - Increase damage resistance by 40%, but movement speed is reduced by 15% while active.
Shield Hardeners would be more resistant to damage and have no movement penalty to better offset their vulnerability to flux grenades. Armor Hardeners would have a movement penalty and be less resistant to damage, to offset their advantages of being immune to flux grenades, and being able to rep while hardened.
0.02 isk
This is another interesting idea. I would assume these would be a low module? The passive resistance would be for the sentinel class only, except for the 10% skill that I proposed which would cover the basic suit once prototype is unlocked(NOT including militia heavy as no skill needs to be allocated)
With the current sentinel layout, it's focused on the low end, which ultimately leaves plates and reps as the main focus. Plates already cripple heavies even further in the movement department and with this extra 15% reduction to speed for the hardener, the heavy couldn't turn to save it's life. Which I feel is too much of an over kill.
These passive resistances would only be applied if current movement/turning speeds stay the same.
With some quality testing, CCP should be able to determine if the passive resistance or the hardeners would be better implemented without causing the heavy to go into God mode and way to difficult to kill.
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Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.08 07:33:00 -
[7] - Quote
I still disagree with the 10% dam resistance being applied to the MLT HEAVY SUIT. All spec'd into heavies receive resistance. |
Arcturis Vanguard
Militaires-Sans-Frontieres
31
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Posted - 2013.06.09 16:06:00 -
[8] - Quote
Jathniel wrote: So basically, they should be somewhat fast and vulnerable in a normal state, but then they get their defense when they activate their hardeners.
Hardeners would have the following penalty: Shield Hardeners - Increase damage resistance by 60%, but shield recharging is disabled while it's active. Armor Hardeners - Increase damage resistance by 40%, but movement speed is reduced by 15% while active.
After reading your post again, I see a major flaw in regards to the shield hardener. Currently all shields stop regenerating once damage is taken and has a delay before they recharge depending on if they were depleted or not. So with your penalty, there is no drawback, unless it's during the cool down period. Which then begs the question, how long is the cool down? Once activated, can you deactivate? If so, is there a penalty for deactivating? Do shield tanking heavies have a higher recharge rate then their armor inclined counterparts?
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Arcturis Vanguard
Militaires-Sans-Frontieres
32
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Posted - 2013.06.09 23:48:00 -
[9] - Quote
@ hero- there will be a commando specialization for the heavy class. It will be a faster variant with two light weapons slot and maybe an equipment slot. You can picture it like how there is an assault and logistics class for the medium frames. This is One of the reasons why I keep saying that the resistance bonus should only be applied if heavies, as we know them now, stay at their current stats in regards to mobility.
Also there will be a basic suit variant for every race, just like with all the medium frames.
I also think that CCP needs to change the way you access suit progression, to an extent. I love that the specialty suit can now be accessed after hitting the advanced basic suit, but only up to the advanced specialty suit. After that you need to unlock the basic prototype before getting the prototype specialized suit. This correlates with my idea of having the base 10% resistance accessible once basic prototype is skilled into, at the 3x multiplier. That way dedicated heavy players benefit from their profession and will keep someone who, as a secondary profession, skilled into it to have a beefed up suit. Obviously the bonuses for the sentinel suits would be applied as you progress through the tree. |
Arcturis Vanguard
Militaires-Sans-Frontieres
34
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Posted - 2013.06.11 04:33:00 -
[10] - Quote
I completely disagree if your increased percentages to resistance. The base 10% would be applied to the basic and sentinel suits only and to their respected level of suit. The reason behind this is for the risk vs reward theory. If a dedicated heavy wants full protection, they must bring in their prototype gear.
Also taking small steps with tweaking the heavy is the best approach. How many times has the developers made a drastic change to the game where people get in an uproar on the forums? We want to improve the heavy suit without making it a complete juggernaut.
The commando option could be interesting. It would have to be 15% less resistance compared to the sentinel class with each race to their respected dominance, shield or armor. But since we do not know their stats, it would be a tough call to make. |
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Arcturis Vanguard
Militaires-Sans-Frontieres
35
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Posted - 2013.06.12 17:20:00 -
[11] - Quote
My KDR is still increasing running all dren sentinel and proto basic suits with various fittings to suit the situation.
Your original percentages were more passable then your changed numbers. 35% max, which includes the base 10% once skilled into would be a far better starting point then your 45%+ resistance.
Again, we do not want to break the class by making it a complete juggernaut. We want to improve it with all the shortcomings from last build to this one.
A true sentinel suit will be stacking armor plates which restrict their movement speed greatly, this also includes turning speed. With this minor damage resistance, a heavy will be able to keep up with the far superior mobility of the prototype medium and light frames. It could have the potential of bringing relevance to the heavy within planetary conquest, more so then it does now. |
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