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D legendary hero
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Posted - 2013.05.25 17:08:00 -
[1] - Quote
in the description it says the heavy suit is supposed to be resistant to small arms fire and small explosives. making the shields and armor take 10% less damage (expect headshots which get the full bonus) would make that phrase true and help further accomplish CCP's vision of the heavy becoming a miniature tank for squad protection.
making the heavy harder to kill and more effective will force players to fight tactically against them using flux grenades, and different weaponry. |
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Posted - 2013.05.26 02:44:00 -
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Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class!
making us slower would make us a terret |
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Posted - 2013.05.26 02:51:00 -
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Chinduko wrote:The heavy should be able to absorb more dmg than now. Since we aren't effectively able to dish dmg out with an HMG, it makes sense that we should be true bullet sponges. I'm all for more damage resistance. It would help compensate for the medium suits that have the capability to amass 1k total shields and armor.
A consolation buff might simply be to remove the headshot bonus on heavy suits. The heavy head is so large and the suite moves so slow, there is no challenge or precision skill of a merc to hit a heavy's head. This could compensate for the heavy's relatively low HP compared to the max hp a medium suit can have or from their capability to have multiple damage mods.
If the heavy is to serve only as a defensive meatshield compared to suits with 1k shield and armor or full dmg mods, CCP, let the heavy be able to absorb massive amounts of dmg to be a true meat shield.
Being able to absorb two magazines of any light or small arms weapon would suffice, even if we have a little slower movement. This might compensate for the HMG's horrible range. It might actually help the heavy suit perform as it was meant to in PC.
+1
^^this. also, i hate it when people say the heavy is supposed to be point defense. when i play "point defense it get 1-2 kills, and i basically just camp all match not benefitting the team. the ideal heavy is squad support like a mini-tank. he can keep up with the squad, (turn speed is still slow) but can absorb damage and push the frontline forward (like a tank), leading to a more dynamic battle experience. saying point defense is basically TAR jerks saying "hey heavy just sit in a corner bord while we have fun. then we'l come over to you kill you easy. im tired of the boring camping. heavies should be slow. but fast enough to get where they need to go. just like the lmg in a real squad combat situation. suppressive fire baby!
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D legendary hero
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Posted - 2013.05.26 02:53:00 -
[4] - Quote
Den-tredje Baron wrote:Quote:SENTINELS Overall bonus 2% bonus per level to resistance against small arms fire. ^^ haven't seen new redo of skill tree but CCP do above ^^
they should get the base 10% resistance. and then 2% per level for a total of 20% when the skill is max. i cost a million sp anyway. plus with flux grenades, your shields will be depleted and a swuad can take you down. but at least one on one you can fight more efficeintly. |
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Posted - 2013.05.26 03:11:00 -
[5] - Quote
Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this.
again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it. |
D legendary hero
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Posted - 2013.05.26 03:41:00 -
[6] - Quote
i just saw your post. i dnt know how i missed it. but i dnt think it should be a module or use a slot. it should ba askill for heavies or just a bonus. because its in their description to be resistant to small arms fire. for a future suit designed for small ares fire its hard to believe i continue to die to small arms. i mean really. |
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Posted - 2013.05.26 04:47:00 -
[7] - Quote
Alaika Arbosa wrote:D legendary hero wrote:Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this. again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it. When are blaster turrets in interior places? Plus, I feel that you should be able to easily facerape the assault given the right circumstances. If you want to have more EHP, you NEED to have a drawback added/increased to compensate. You can't have your cake and eat it too, no one should (IDK why CCP is letting the TAR scrubs eat it). I really think that the heavy is best off in CQC areas where there is no escaping them despite the fact that they move slower than tectonic plates (which they are much faster than currently and shouldn't be). Also, I never said it should only be used once every 5 matches, it should be used every match, it is just that you're obviously not seeing the situations which are conducive to having a 2500 EHP (roughly where I think they should be) dropsuit with an HMG at. It should take an entire squad to take down a heavy, though they should be slow enough that they shouldn't be a viable sole composition for a squad. Personally, I think it would be cool if we had an option for heavies to "Anchor" similar to POS guns/mods in Eve. Make it so that they are immobile, though they get increases to their turn speed. As it is now, scrubs still run around in Heavies like they are Assault suits, they shouldn't even have that thought due to the ridiculously slow speed. Buff Heavy EHP, Nerf Heavy Speed.
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D legendary hero
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Posted - 2013.05.26 05:02:00 -
[8] - 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.
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Posted - 2013.05.26 05:07:00 -
[9] - Quote
Ecshon Autorez wrote:^^ O.O OH GOD NO... IT"S HAPPENING!! THE PYRAMID QUOTING HAS BEGUN!!!
i made a mistake and tried to delete it but it wont let me
since regular grenades do 500 damage, the -30% will make them do 350hp and flux grenades will do instead of 1200hp to shields 850hp. as you can see they still are effective, just not super effective. making for competative gameplay |
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Posted - 2013.05.26 05:48:00 -
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Geirskoegul wrote:Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine.
and this is where things go wrong. the sniper yes should kill heavies who are in the open, in fact the is the point to a sniper and a shotgun to be anit heavy. therefore not OP. the movement speed is slow. if we had things your way the heavy wouldnt be able to do anything but corner camp all day or just be a nuetral turret. hvy is moving to fast for you? learn to aim, this aint call-of-duty bro. one lav can run over 3 heavies in a row if thier fast enough or at full speed. an hav would pwn them to. this buff is to prevent scouts with smg from run circles around you, or assuat rifles from pulverizing me as if i were wearing scout armor. a team of heavies you'v gotta be joking? you send in one nova knifer and with our high sig, and horrible scanners he'd kill all if not most of us before we realize whats going on. a squad of heavies cnt carry drop uplinks. no uplinks means we have to spawn really far away anytime we die. nice try
use cover? how can i use cover when i'm not fast enough to even peek my head out? assualters can vault my cover shoot me and run away before i can retaliate because my turn speed is so slow. people can play keep away forever and recover thier shields faster than a heavy. shield tankers can charge directly at a heavy and take them out without tactics?
work as a team? the heavy cant keep up with a team, let alone support them. you just get stuck at "point defense" and again if you cant offend, how can you defend the same territory? it is illogical. the team should NOT have to form its strategy around the heavy, it should form it around the objectives.
snipers are just fine and a buff like this wont affect good snipers. because headshots will still have their bonus. i am a hvy but if im in open space, i deserve the bullets. i just dnt like being killed in the 10% of the map im supposed to excel in.
you snipers get 80% of the map to sniper from. as a hvy w/hmg i get a mere 10% thats shared with everyone else. |
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D legendary hero
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Posted - 2013.05.26 14:40:00 -
[11] - Quote
Chinduko wrote:Geirskoegul wrote:Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine. I'm not sure what your first paragraph actually meant. It didn't seem to be relevant to the OP's original post. With your second paragraph; if moving at a turtle's pace is too fast, then the heavy may very well move too fast. The EHP of 1336k is what the Prototype Sentinal suit capability without passive skills. This would be fine on any heavy if medium suits were not also capable of having 1k EHP which the basic prototype suits are near. The logistics suits are capable of having over 1k ehp because they get a lot of high and low slots for def of dmg mods. This means that the sentinel prototype can only absorb approximately 10 more bullets from an assault rifle compared to a full defended medium suit. This makes the heavy's EHP ineffective when it only takes around 10 more AR bullets to do run out of health. As for your third paragraph; I'll think you'll find that people have learned to fit their heavy suit and that's why they understand that it is a weak suit in comparison. By the way, if it takes you more than two mags to kill anyone with a sniper rifle, you should learn to fit your suit, cause damn... Why did the heavy cross the road? Because he knew Geirskoegul sucks at sniping. Is the heavy too fast for ya keep up with? Are you aiming at heads or the ground behind the heavy? These bullets aren't lock on. You actually have to aim
^^precisely
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Posted - 2013.05.26 22:41:00 -
[12] - Quote
everyone stop talking about slowing down the heavy. if you cant hit the heavy now, then you cant ******* shoot. i play heavy, but i can hit them with a militia sniper and do massive damage, because their slow. the heavy should run faster than it is now.
NO! I AM NOT SAYING THE HEAVY SHOULD BE AS FAST AS AN ASSAULT, A LOGI, OR SCOUT!
BUT THE HEAVY SHOULD BE FAST ENOUGH TO BE ABLE TO PARTICIPATE IN THE GAME. If my entire squad is running to an objective, i should be behind them (if they all stop at the objective while i catch up) by no more than 6 seconds.
a logi, and a scout should still be fast enough to circle me (because my turning speed will still be just as slow as it is now anyway). shotgunners will still be able to do damge to me. and snipers from a far will still see me moving in slow motion. but at least i can keep up with the team, move to key position in time to engage enemies, and help push the frontline forward (after i get there).
I mean really, a heavy is bad a point defense, because his scanners are crap, and my sig is so hgh everyone can see me. if the one guy that does eventually come at the end of the match is any good, he'll chuck a flux and start shooting me before i can turn or runway and im gone. plus, seriously? i've fought assualts that get in a 1v1 no cover fiefight with me get their shields stript and then runn away so fast my bulets cant hit them anymore. are you on crack? |
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Posted - 2013.05.27 06:55:00 -
[13] - Quote
i think everyone is confuse between what a "role" is and what a "eficacy" is. a "role" is something set in stone that cannot very and is meant to be. CCP doesn't believe in roles which is why when you create a new character now you dnt get you skill points automatically put places.
an "eficacy" is basically being able to do something more efficeintly (normally in comparison to something else). NO CLASS HAS ROLES!
a scout suit is more effective at sniping, and using nova knives and shotguns than a logi or assault. but the latter can do the same. similarly, i've seen people in logistics suits take out assualts, and heavies. just beacue the suit name is assault that doesnt mean the assault suit cnt carry drop uplinks or nano hives, or even an armor repair unit!
similarly, the heavy, IS NOT JUST POINT DEFENSE AND CQC! I have used it in chromosome and uprising in a sqaud defense role (with great great dificulty), area denial/suppression, and in a point defense role, and in a frontine role. Assaults may be more efficeint on the frontlines but heavies can make a difference when assualting a position.
besides, the logical question still holds. If a heavy can not attack a position, how can he defend the very same position? it is illogical.
point defense, and cqc are actually better for nova knives, shotguns, and mass drives. heavies are mainly for team support and frontline action. heavies can enhance the defensive capabilities of nova knives, shotguns and mass driver users, but is not more efecient at cqc than them.
Assaults are the most versitile class (or logi its debatable). they can attack, ok, defend ok, snipe ok, do anti-armor ok. they are balanced. but heavies do area denial/suppression, squad defense and frontline support |
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Posted - 2013.05.27 15:44:00 -
[14] - Quote
Alaika Arbosa wrote:Someone really wants a bulky Assault suit. I am willing to be you're one of the guys that run around in a Heavy with a GLU. As of right now, we have only two Heavy weapons and only heavies can fit them.
Forge Gun: The anti-material SR of Dust. HMG: CQC handheld belt-fed chaingun of doom.
Your team will have the most "efficacy" if you're using the weapons that only you can use (detailed above) which would indicate that you are best off killing enemy installations/vehicles from a good vantage point with the Forge Gun or defending CQC areas near objectives by belt feeding death to reddots.
Stop trying to paint the Heavy as a bulky Assault suit.
you really have never played heavy have you? just read the posts above and you'll understand. infact, if you 700,000sp laying around get your weaponry to level 5. then get youself a basic HMG. use a militia heavy suit and try it out. tell me how effective you are.
really the only usable heavy weapon is the forge gun, and even at that you need a lot of sp. |
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Posted - 2013.05.27 15:55:00 -
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im tired of assaults posting on a heavy thread. assaults want heavies to be nerfed because heavies will stop all the AR bs we see right now if the heavy where balanced. anyone saying the heavy needs to be slower, or that it was better when damage was low, or the heavy is a CQC weapon, are AR users that don't want anyone to stop them.
CQC is for nova knives, shotguns, pistols, SMGs, flaylock pistols; mid range is HMG, mass driver, lazer (but no one uses it because of the nerf), and AR;
notice n CQC all those weapons deal high damage and the suits used with them are fast and have high turn speed. heavies dnt have high turn speed. and since AR users use suits that are more agile, in CQC they own heavies (because of the heavy nerf. it used to be different in chromosome) |
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Posted - 2013.05.27 19:24:00 -
[16] - Quote
http://en.wikipedia.org/wiki/Light_machine_gun
wikipedia article stating basically what the heavies role in the squad is in real life. and its effectiveness.
"A light machine gun (LMG) is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry support weapon. Light machine guns are often used as squad automatic weapons.
A light machine gun is also defined by its usage as well as its specifications: some machine guns - notably general-purpose machine guns - may be deployed either as a light machine gun or a medium machine gun. Deployed on a tripod and used for sustained-fire it is a medium machine gun; if deployed with a bipod with the operator in prone position and firing short bursts it is a light machine gun.
Light machine guns are also designed to be fired from the hip or on the move as a form of suppressive fire intended to pin down the enemy. Marching fire is a specific tactic that relies on this capability.
Light machine guns were first introduced in World War I to boost the firepower of the infantry. By the end of World War II, light machine guns were usually being issued on a scale of one per fire team or squad, and the modern infantry squad had emerged with tactics that were built around the use of the LMG to provide suppressive fire.
http://en.wikipedia.org/wiki/Squad_automatic_weapon
A squad automatic weapon (SAW, also known as section automatic weapon or light support weapon) is a weapon used to give infantry squads or sections a portable source of automatic firepower. Weapons used in this role are selective fire rifles, usually fitted with a bipod and heavier barrel to perform as light machine guns. SAWs usually fire the same cartridge as the assault rifles or battle rifles carried by other members of the unit. This reduces logistical requirements by making it necessary to supply only one type of ammunition to a unit."
Lighter modern LMGs have enabled them to be issued down at the fireteam level, with two or three at the section/squad level.
imagine if HMGs had the same damage oper bulet as the TAC? or even the EXILE AR?! and yet in real life they do! this is the purpose of the HMG. and just to clarify. this is future tech. so instead of using an lmg the heavy with his advanced armor can carry an HMG. just like the shotgunner using the brace on the gun to stop it from breaking his arm off. long story short. the articles mention NOTHING ABOUT POINT DEFENSE!!!
ITS A SQUAD AUTOMATIC WEAPON DESIGNED FOR SUPPRESSIVE FIRE AND MOVING THE FRONTLINE FORWARD. PERIOD. IF YOU DNT WANNA BELIEVE IT TELL IT TO THE MARINES! |
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Posted - 2013.05.27 23:14:00 -
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Alaika Arbosa wrote:You're missing something though, we don't have LMGs in Dust, we have HMGs in Dust. https://en.wikipedia.org/wiki/Heavy_machine_gunLet's see someone move with a squad with a Ma-Deuce carrying it while firing to provide suppressive fire. Also, all caps do not a good point make. You may want to calm down, high blood pressure can be deadly.
you also forget, the lmg guy can carry it himself... hmmm oh wait my heavy carries the hmg himself? i guess they have them same role. but, since its the future everything got beefed.
also, yeah, spewing out sarcasm don't make you sound smart, it just makes you easier to identify as a jerk troll, watch yourself. the CAPs are to make the main points standout from the text. especially for those who dnt want to read the text, such as yourself. |
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Posted - 2013.05.28 00:16:00 -
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low genius wrote:D legendary hero wrote:in the description it says the heavy suit is supposed to be resistant to small arms fire and small explosives. making the shields and armor take 30% less damage (expect headshots which get the full bonus) would make that phrase true and help further accomplish CCP's vision of the heavy becoming a miniature tank for squad protection.
making the heavy harder to kill and more effective will force players to fight tactically against them using flux grenades, and different weaponry. it needs something, but that's a huge percentage. here's my issue: if i point my ar at a suit within optimal, i get 110% against armour and against shields, why don't i get those kinds of numbers when i'm looking down my hmg scope?
look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. |
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Posted - 2013.05.28 00:34:00 -
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Alaika Arbosa wrote:Apparently not crippling enough otherwise I wouldn't still see entire squads of Heavies running around like they were Assaults.
except this doesnt happen |
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Posted - 2013.05.28 00:42:00 -
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Ecshon Autorez wrote:D legendary hero wrote:look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. But that amount does mean that when we get armor and shield hardeners (something I'm hoping for) that you can stack a couple on +skills that increase their efficacy (thanks CCP Remnant ) = >50% damage reduction. 20% or *25% seems resonable to me. (see post #71) *when I made post #71 I forgot to factor in damage mods.
well, if they are to introduce armor harderners and shield hardeners for troops, then the 20% (i say it has to be base. but not on militia fits. you have to use SP otherwise people will spam mitlia gear) plus a 2% increase per lvl (will probably add up begin 500,000sp total) for a total of 30% is adviseable.
since sheild hardeners and armor hardeners most likely will be separate items and heavies dnt get any real slots anyway, your gonna have to choose one or the other, and the pg/cpu itll require will be rediculous. by the time you have this on a heavy you deserve it.
but your figures are intriguing and are logical. still the slow movement warrants the addition 10%. and since you have to actuall sec into heavy suits to get this bonus on the std, suits and up it'll stop AR uses from just getting a militia heavy suit and running around with resistance. still, the game allows you to make your own soldier. |
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Posted - 2013.05.28 01:01:00 -
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Alaika Arbosa wrote:D legendary hero wrote:Alaika Arbosa wrote:Apparently not crippling enough otherwise I wouldn't still see entire squads of Heavies running around like they were Assaults. except this doesnt happen Are you seeing through my eyes? Are you spying on what I see on my TV? No? Then how do you know that? I have seen entire squads of Heavies running around with DTARs and GLUs within the last week. Don't tell me I don't see what I see and stop trying to drag me into a stupid argument so you can beat me with experience.
why do you keep posting here? im here becaue its my post. stop trolling bro |
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Posted - 2013.05.28 01:03:00 -
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Ecshon Autorez wrote:Hmm.. Perhaps I should elaborate on my posts. Firstly, when I say Heavy, I mean Sentinel, why should this effect the basic suit? No other bonuses effect basic suits. When I'm talking about the Hardener skill I'm talking about it leveling the same as all others: CHARTS!!! (number is level) (going off of the 25% resistance)
- 5% resistance
- 10% resistance
- 15% resistance
- 20% resistance
- 25% resistance
So in order to actually get the bonus you need to have actually put SP into it.
hmmm... i still feel the percent should be a bit higher. still, your ideas are well constructed and welcome |
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Posted - 2013.05.28 06:28:00 -
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Ecshon Autorez wrote:D legendary hero wrote:hmmm... i still feel the percent should be a bit higher. Thought about it, remembered something else that might make you happy. Currently no one knows if it's a bug or intentional, but all Minmatar Basic Suits get +1 armor rep per second. If it's intentional and CCP is planning on doing more things like this, then they could use my 25% scaling + a base of 5% on all Sentinel dropsuits. That gets it up to the 30% that you wanted, but only once you've reached level 5.
giggidy
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Posted - 2013.05.28 06:30:00 -
[24] - Quote
now if i can get that type of resistance on my minmintar heavy, i'd be really happy. |
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Posted - 2013.05.28 21:58:00 -
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Severus Smith wrote:Have the Damage Resistance be to low caliber weapons and explosives only. So sniper rifles and shotguns still do normal damage to a Heavy. That solidifies the hard counter these weapons have for the Heavy.
So 5% per level for max of 25% as the Sentinel skill bonus. And when they implement Armor Hardeners 10% per Complex hardener, x4, plus 5% per skill level to hardener module efficacy is 75% total damage reduction. At the current 400 armor and max skills that's roughly 2000 EHP against low caliber weapons (AR's, MD's, SMG's, etc) but still only 500 EHP against high caliber weapons (shotguns and sniper rifles).
That makes the heavy frightening to Assaults, but easily killable by SR and Shotgun scouts.
well, i agree with 50% of your idea. this resistance should not effect shotguns, because that would be OP.
however, the resistance should still effect snipers and AR, everything else that is precision based because, the resistance should not apply to headshots. even though i am a heavy i am just. if your good and have good aim, you deserve the bonus damage for the headshot. this way heavies need to be tactical too. |
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Posted - 2013.05.28 22:14:00 -
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^^this
he said an entire sqaud. people can spawn in what ever they, want. but that doesnt mean they are in a squad. especially in ambush, i've seen on my own team, 3-4 guys spawn in heavies and ran the same direction, but none where in a squad and they werent working together. also they all got owned by a proto tank in less than 15 seconds. trust me in PC no one runs entire squads of heavy. in pubs they are just randoms that happen to run the same way.
I have seen aside from the aforementioned groups of heavies running around and 1 guy with a tac wiped them all out!
to the contrary teams of snipers, teams of TAcs squads of shotgunners (yes, i saw it happen, and it was frightnening) are more dangerous than a squad of heavies. The aforementioned sqauds you normally dnt see coming until your already dead (irony). but a squad of heavies its hard not to notice them and not run away. |
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Posted - 2013.05.29 05:56:00 -
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^^this |
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Posted - 2013.05.29 05:59:00 -
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ok how about this. since we have come to the conclusion that the heavy would become closer to balanced with a base resistance to small arms (shotguns not included. i mean really there is no bullet proof armor today that can with stand a direct shotgun blast, and shotguns are nerfed enough). i move that the basic heavy suit get the bonus of 25% resistance to small arms fire, or 5% per level (with no base 5%).
a heavy isstill a heavy and it still costs you tons of sp, with half the versatility as another suit. |
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Posted - 2013.05.29 17:11:00 -
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Severus Smith wrote:Alaika Arbosa wrote:xSir Campsalotx wrote:Alaika Arbosa wrote:You're missing something though, we don't have LMGs in Dust, we have HMGs in Dust. https://en.wikipedia.org/wiki/Heavy_machine_gunLet's see someone move with a squad with a Ma-Deuce carrying it while firing to provide suppressive fire. Also, all caps do not a good point make. You may want to calm down, high blood pressure can be deadly. Well without dropsuit that boost strength it's impossible but then why are you making a comparison in real life to a game that takes place thousands of years in the future,where you jump out of a spaceship for all intents and purposes, flip automobiles, and have shields. i know military tech is advanced but dont see many marines wearing complex shield extenders, in real life nobody does these things. Logic people come on. IDK, ask the OP why he was painting an HMG as an LMG Because when comparing the In Game HMG to realistic military weapons it comes up closer to a LMG than a HMG. A real life HMG, otherwise known as a the M61 Vulcan, weighs 250 pounds and fires 20 mm rounds at 6000 RPM at a speed of ~1050 m/s with an effective point range out to 1.5 kilometers and a maximum range well beyond that. A real life LMG, otherwise known as the Minigun, weighs 80 pounds and fires NATO 7.62 mm rounds at 2000 - 4000 RPM at a speed of ~800 m/s with an effective point range out to 1000 meters and a maximum range of 2 kilometers. Which one sounds like what we have in the game? The only thing our In Game HMG has in common with the M61 Vulcan is the weight...
^^yes.
the dust gun is definately the LMG of RL.
thank someone understands what i am talking about. inn short most of the weapons in dust 514 are based on actual technology in real life. of course it a game and the setting is thousands of years in the future, therefore the weapon types and their effectiveness are supposed to be much more potent than their real life counter parts (although balancing effects game weapons alot, where as in RL its all about getting the OP ie atomic bombs)
therefore, it is an indirect comparison between real life weapons and their roles/strengths, and their dust counter parts the development team had to base these on something... and thats it. back to subject. my shielding and armor should be resistant |
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Posted - 2013.05.29 17:18:00 -
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Rei Shepard wrote:Quote:making the heavy harder to kill and more effective will force players to fight tactically against them using flux grenades, and different weaponry. So basically you want everyone else to use more tactics, while the heavy itself requires less tactics?
did you not read my post when i said the bonus does not apply to head shots? if i as a heavy haphazardly run out in the open, and your a good shot, im going down. if you have high ground and shoot down your going to get head shots and kill me. its that simple
quite frankly however, as this is a balancing issue yes. i want everyone to use more tactics. why? because as it currently is you do not need any tactics to beat a heavy. so more than 0 is 1+. as long as it requires some thought to take out a heavy it balances.
being a heavy already requires tactics. especially since everyone else has the advantage |
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Posted - 2013.05.29 17:19:00 -
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Mike Molle wrote:Please, do New Eden a favor and kill yourself, your clone is obviously defective
suicide in public areas is strictly prohibited |
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Posted - 2013.05.29 17:40:00 -
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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) |
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Posted - 2013.05.30 03:14:00 -
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all heavy suits should have some kind of base resistance to of set the slow movement speed. still, the amount of resistance and to which armor (shields or armor) can very depending on what which race specializes in. suggestions? i have mine above |
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Posted - 2013.05.31 01:13:00 -
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i dint mean sentinel i meant to write amar. my bad. still, a blanket bonus to all the racials suits and suit types (like logis, assault, scout, etc) would be nice then there would be an incentive to reach lvl 5. inaddition, all heavy suits need the resistance even basic. if i have a basic proto, it dies at the same rate as a std basic. defeating the point to being a heavy. something must be done. |
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Posted - 2013.05.31 08:03:00 -
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Sponglyboy Squaredoo wrote:Rei Shepard wrote:Quote:making the heavy harder to kill and more effective will force players to fight tactically against them using flux grenades, and different weaponry. So basically you want everyone else to use more tactics, while the heavy itself requires less tactics? No such thing as a good heavy who uses no tactic
amen |
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Posted - 2013.05.31 08:04:00 -
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KOBLAKA1 wrote:Ecshon Autorez wrote:The basic suits are so you can just try out that size frame, why would you go PRO Basic? It makes no sense. Basic is there to give you a feel for the suit before you invest all your SP into a class. There is no insentive to stay Basic rather than use a specialized suit. Then why have proto basic suits? The basic can be useful. If I want to run two hi slots on my heavy guess what? I need to go proto basic. I think the solution is just increase base hp to 1000 and just disperse it to shield and armor based on race and add another utility based on race as well. Ie amarr 400 shield and 600armor and an extra high. Gallente the same but with a low. Caldari suit shield600 armor 400 extra high. Winmatar 500 and 500 with an equipment slot. Edit: you could argue switching amarr and gallente but so far gallente seem to get extra lows while amarr gets even highs and lows
interesting suggestion. CCP listen to this |
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Posted - 2013.05.31 08:07:00 -
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2-Ton Twenty-One wrote:Im not apposed to this but it would need lots of balance work 35% res is probably to high. Better to low ball it at first and then increase as needed. Might need to make heavys slower as well.
im opposed to the speed reduction. but starting slow and increasing could work.
still if you check the math i posted ealier in the post. a regular AR 'exile' that does 1860 hp per clip of 60. with a 30% reduction in damage it does a total of 1308 hp per clip of 60 damage. if i remember correctly, its 387dps -30% = 271dps.
so a heavy can still be killed if the AR weilder does not miss. if they have poor aim (as most do) they dnt deserve the free kill. |
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Posted - 2013.05.31 08:09:00 -
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Shadow Archeus wrote:The heavy also needs turning speed increased slightly......just enough so it is possible to follow a target......right now you just get circle strafed to death
^^now we're talking. yes, I say a 15% increase to run speed and a 10% increase to turning speed. as was aforementioned as long as the heavy is the slowest class it need not be slower. |
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Posted - 2013.05.31 08:14:00 -
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KOBLAKA1 wrote:Chilled Pill wrote:Since we're throwing out far-fetched bordering ridiculous ideas in here,
The Scout suit needs to get 11% chance to evade incoming damage per level with a maximum of 50% chance to evade at level 5.
Yey! And more CPU/PG. Losing 1/3 plus of damage (35%) is excessive but a change in the that direction is needed for heavies to be as advertised.
basically, for a heavy to able to do his job he has got to have the 35%. really i have faced logis with over 1000hp. i have faced them and won out due to skill. but the point is they had a lighter faster, suit with more hp than me. and a better weapon (a TAC) and i still won. why? because of skill.
now here is the point. they get awa with bloody murder because of the massive advantage they have over heavies. to make the heaavy suit competitive we need resistance. tacing on more shield and armor wont make a difference unless we are resistant to damage. |
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Posted - 2013.05.31 11:05:00 -
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Kekklian Noobatronic wrote:IMO, when they move the bonuses down to Basic dropsuits, the basic should get a "+2% Damage Resistance per Level". That's a meaningful bonus, which wont outright ruin anything, and will encourage people going to level V before jumping up to Sentinel.
Now if only we could get a meaningful Sentinel bonus....
if the sentinel bonus were the aformentioned resistance of all heavies, inaddition to its reload speed of 2% per lvl, and perhaps 3% max ammo increase per lvl, that would encourage people to go to lvl 5. sentinel is a terminal suit after sentinel you dnt keep going in the amar direction, so it has to be good. especially at the proto lvl. |
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Posted - 2013.05.31 16:29:00 -
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Sponglyboy Squaredoo wrote:KOBLAKA1 wrote:2-Ton Twenty-One wrote:Im not apposed to this but it would need lots of balance work 35% res is probably to high. Better to low ball it at first and then increase as needed. Might need to make heavys slower as well. I don't think you realize how slow a heavy is once you throw 3 or 4 plates on it. Agreed. Heavies don't need to be any slower. As long as they are the slowest class, that's should be good enough.
^^amen |
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Posted - 2013.05.31 16:35:00 -
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as a recap. So far we have established that each heavy suit (save the minmintar which would get a base 15% resistance to shield/armor damage)
1. should have a base 10% resistance to small arms fire. 2. this is built up at varying percentages from 3%-5% depending on the suit where amar sentinel is 5%, but minmintar heavy would be lets say 3%. for a total suit resistance bonus at lvl 5 of anywhere between 25% and 35% resistance to small arms fire. 3. there should be an increase in shields and armor by 100hp to be equal to have an EHP of 1000 (this without including the resistance)
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Posted - 2013.06.01 07:53:00 -
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CCP I know you see this post. do not ignore justice. the heavies must rise! |
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Posted - 2013.06.01 16:48:00 -
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is this how my post will die? with everyone in aagreement, but without even a single view from CCP? I guess they really do hate heavies... :-(
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Posted - 2013.06.02 08:25:00 -
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EDIT: if you agree please post here so that the subject doesnt die. as heavies we need to be able to do our job better so everyone else can do theirs. lets make a difference. +1 or just post. |
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Posted - 2013.06.03 10:36:00 -
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Purona wrote:just give heavies WP for suppressing enemies and taking damage increase resistance when being healed by a logistics don't just increase the heavies ability to act alone
the logistics class is practically made to cover most of the heavies shortcomings
low on health have a logi heal you you died get revived with 80 percent of your armor ran out of ammo logi got you covered with nano hives and can give you a slight repair with certain nano hives
also point defense does not mean to stay at one objective it means to stay at one point and fire from that one point use an lav to get to a spot and stay in that spot
also most heavies need to learn to play i see to many heavies running across open areas not firing while close to cover getting tunnel syndrome and only shooting in one direction when you can see 4 red dots on radar coming from other directions
if you look at my other posts on this subject you will see, that this resistance etc is meant to reward good heavies but still punishes bad heavies. likewise, bad players will find taking out heavies difficult while good players will still be able to take on a heavy.
still, if the heavy cant hold its own weight, if it cant defend itself it is useless to a team. no one should have to hold the heavies hand when he is engaged in combat. the point to a team is to enhance the abilities and specialties of individual units in the team. i.e. in a band each instrument is capable of playing the melody in whole or in part. each instrument can be entertaining by itsself, but as an ensemble their specialties and soundscape qualities become more apparent and as a whole the music is enhanced. so a solo saxophone or bass rendition of [insert song here] is possible and could be entertaining. but a full ensemble puts less stress on the individual musicians because they only need to focus on their part in the specialty.
similarly, the heavy, logi, assault, and scout specialize in different things, they all are in one way or another capable of accomplishing the same tasks. variation s of the same model.
Logis are their to enhance the heavies ability not make up for its short comings. each and evey unit should be a variation on the same model. the all can accomplish the same or similar tasks but specialize in (the variation) one thing or another.
logis actually need to get more WP for what they do. i have read several posts on it. sadly due to people abusing the system in chromosome CCP made a change to prevent that. still, logis definatly need to earn more war points for what they do.
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Posted - 2013.06.05 01:59:00 -
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dnt forget to 1+ and bump this up so ccp doesnt forget |
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Posted - 2013.06.05 12:19:00 -
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^^this = yes |
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Posted - 2013.06.05 12:23:00 -
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CCP further motivation to give heavies the 30% resistance, etc
Draco Dustflier wrote:i just went through the market and made a couple calculations. the max fire rate on the tac rifle is 780 rpm (might not be exact.) that's 13 bullets in a second (and no, mashing r1 13 times a second is not hard for a good fpser. i can cap out the 1000 rpm on the maggie in borderlands 2 if i feel like it.) each of which deal 78 points of damage. 13x78=1014. 1014 damage a second on a light weapon is already pretty ridiculous. with 2 damage mods and full pro, you can get that up to 1348 damage per second. meaning i can flank a supertanked logi or a fully tanked heavy and kill them in less than a second. now, lets take the proto hmg (which is designed to obliterate infantry) and figure out its dps. the rof is 2000 rpm, which equates to 33 shots per second. 33x19.4=604.2. 2 mods and full pro will get that up to 851 damage per second. whoever thought it was a good idea to give an assault rifle nearly double the damage of a MINIGUN should be fired right now. and its not like the recoil makes a difference if you know what you're doing. you wanna know what the strategy used by PXRXO, pink fluffy bounty hunters, imperfects, and everyone else that goes 20-0 with this disgrace to competitive gaming is? get sharpshooter 5, turn aim assist on, and mash the trigger at shotgun range. great job, ccp. your buffing of the tar has resulted in the only weapon more overpowered than dual wield fmg9s (aka what made mw3 garbage).
1348 - 404 (-30% of 1348) = 944 1014 - 304 (-30% of 1014) = 709.8
so in the limiting case, a heavy could survive the DPS of the old TAC if this were implimented.
these buffs are all slight buffs. enough to make a difference, but not enough to make the fearsome supersoldier people fear the heavy would become. |
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Posted - 2013.06.06 03:20:00 -
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dnt for get to bump up so a DEV can still see. Also, i've been playing since the TAC has been fixed and the game feels better for a heavy. still, this just exposes how fundamentally flawed the heavy suit is and how much it needs these buffs.
!+ or give me your suggestions. i'd like to here the communities opinions. |
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Posted - 2013.06.07 02:09:00 -
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^^ sounds good. keep them coming.
this idea, has merit.
since the minmintar normally get the specialty stuff. that would be an interesting addition to the minmintar heavy. although the minmintar should still get at least the base 10% resistance to a max of 25% resistance. since its ehp will be lower, trading off for slightly more speed.
having a short defense boost, (that would suck stamina, could help it do its job better as a defender. |
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Posted - 2013.06.07 05:20:00 -
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^^ exactly, adding resistance to the suit and giving it more EHP would mean that it being "designed to withstand concentrated small arms fire" true.
because as it stands now the heavy suit seems to be "designed to soak up AR bullets and give the enemy team easy kills"
we need the resistance, speed increase, and ehp buff. the turn speed must be increased as well. |
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Posted - 2013.06.07 05:53:00 -
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yet i feel the base 10% is necessary before any addition points are put into the suit even for the militia version.
it should be a base 10% going after proficiency to a max of 30% resistance to small arms fire. why?
the slow running, and turning speed makes it so that you absorb more bullets, the suit is designed to absorb more damage so it should be better at that. 10% taken from 1860 is only -186 damage. if a heavy is using skill and cover it will make a difference. but a militia Ar being able to dispatch a heavy really defeats the point to having the suit in the first place.
if the heavy suit is going to basically be just as easy to kill as a scout or meduim frame with 1/6 the movement speed, there is really no point in using it. |
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Posted - 2013.06.07 07:28:00 -
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but here is where just bumping hp and actually giving effective hp come into play.
un forseen errors can arise from just bumping hp. if the bump is to small its neglible. if its too high, then blasters on tanks will have a hard time taking them out.
inaddition higher hp makes healing, and recovery much more difficult. you can't always depend on a logi.
having resistance, to specific weaponry makes it so that, other weapons such as grenades and explosives are still effective, tanks and other vehicle weaponry are still effective. but, the ehp appears increased to small arms because the resistance makes their effectiveness decrease.
inaddition. higher hp doesnt affect dps. where as resistance affects dps.
increasing hp will lead to complications with time to kill vs not only light weapons, but other heavy weapons, explosives, mass drives, etc. have resistance to small arms (light weaponry and side arms), will increase the heavies EHP vs light weapons, but still enable, nova knives, mass drives, plasma cannons, forgeguns, HMGs, turrets to effectively deal with heavies.
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Posted - 2013.06.07 10:21:00 -
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^^that is horrible. scouts and medium frames are supposed to have the speed advantage, but not a speed advantage so high that the heavy becomes obsolete. those same frames can amass up to 1000 EHP and still have the same speed as they did before, making your rebuttal vain.
what i proposed is to balance the heavy, against other classes. those increases will make the heavy more competitive. scouts, will still be able to strafe heavies but not as easily. you obviously dnt play heavy.
right now sheild tanking caldari logis can amass 1000 ehp, still be just as mobile, and weild the OP ARs that still outgun just about everything else in almost every situation. (that i will explain in another post).
that, said, what is the point to being heavy is you have the exact same armor as everyone else, just with half the movement speed. i never proposed that heavies be "as fast as" a scout, etc.
but they must be faster, than they are now, they must turn faster than they do now, they need more base armor and shield than they have now, and need a resistance to small arms fire by 30%. this will help them be effective at what they are meant to do. |
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Posted - 2013.06.07 10:24:00 -
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people keep claiming that heavies are meant for point defense. although i strongly disagree for various reasons i mentioned in another post. even if this lie were true, you can't possible believe that the heavy with all its fallacies could possibly defend anything. its an outright lie.
to be honest the heavy is the one that needs defending. and since an assault could do the heavies point defense job just as good if not better, why have them in the game. |
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Posted - 2013.06.07 10:57:00 -
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^^ that sounds pretty cool. still heavies dnt even have enough slots to equip these right now, so essentially they will be weaker and slightly fast and thus your beter off using a medium frame.
but i do think you are on to something. i strongly beleive adding the base 30% (10% plus the skills to increase it) will increase your chances of survival as a heavy. increasing the turn speed and run speed will help this. but, if the resistance were increased to lets say 45% max the shields could take slightly longer to recharge, to off set the high resistance. |
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Posted - 2013.06.07 20:30:00 -
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heavies are pathetically easy to kill right now. i have a freaking free dren suit with no more than 300EHP, a dren AR with no freaking damage mds, and i anihlate heavies. in fact i love finding them so i can hop around them and pwn them. proto, adv, stand i destroy them all. i can jump and straf around them in their face with my dren AR and just put an entire clip into them. when they are behind cover, i can get headshots on them and then vault thier cover. at long range i beat them, at mid range i beat them and close range i beat them. and this without even lossing my shields. now when i put my complex damage mods on im freaking invincible to heavies in dren assault. if i miss and need to reload, i can easily bunny hop around until i finish reloading, or just run up to the heavy and melee him 3-4 times. i'd say every 1/5 times i encounter a heavy i die. and thats normally because he has teammates.
heavies as i mentioed should still be the slowest, unit on the battle field. but they should not be so exponentially slow that militia gear can take them out.
i am talking about giving the blanket 10% resistance to all heavies and then having a skill in the tree that in creases this default resistance. even for militia heavy suits. this blanket 10% (whiich according to my calculations should actually be higher) is to help offset and therefore balance some of the heavies major draw backs. namely that we are still the slowest moving and turning unit.
because as it stands there is almost no diference between the militia heavy suit and the proto.
the heavy will never be OP as long as its the slowest unit. its easy headshots, and everyone targets the heavy anyway. plus, heavies can't equip equipment, further providing evidence that this iss a heavy ordinance unit, its meant to be anti-vehicle and anti-infantry. period. and its failing in those categories. |
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Posted - 2013.06.08 05:57:00 -
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^^ pretty much. in fact i've been playing recently with my dren assault and just annihilating everything with my AR really. especially heavies. but also, anyone not using an AR just instantly loses 90% of the time in a 1v1. when they have teammates its a different story, but 1v1 90% of the time i just plain win with this AR. when i go up against a heavy its literally a guaranteed victory.
when i am in my advanced heavy gear with 2 complex damage mods (because i only get enough slots for two), i struggle 1v1 with anyone using anything really. unless they are really stupid its almost impossible to do them any harm without teammates.
i know this is a team game, no one is supposed to hold the team back, everyone is supposed to carry their on wight, and it looks like the heavy is to obese to do that.
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Posted - 2013.06.09 06:00:00 -
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well, ok i guess i can accept that. so, every heavy suit std -proto basic, and racial should have some sort of base resistance to damage starting at 10-15% and maxing out at 30-45% (minmintar would have the highest resistance because it has the lowest health)
dnt forget to bump and 1+ |
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Posted - 2013.06.09 19:22:00 -
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what do you mean sentinel variations per race? besides the sentinel there wil be other suits for heavies.
i know the different races, but will there be a basic heavy for each race?
still. once skilled into heavies the base 10-15% will apply to both shield and armor. while as aforementioned in the previous post there will be altering percentages basied on what type of tanking the heavy racial vaiant should be good at.
with additional suits additional percentage values will vary per suit. but they all will equal the same max of 30-45% damage reduction to small arms.
giving all heavies but sarting with amar a slight increase to base speed (10%), turning speed (10-15%) this resistance explained maxing at 30%-45% resistances to small arms, inaddition to the new range system which hopefully will aid the hmg, will improve the heavy as a playable character.
All players will need to play tactically now, as they heavy is still vulnerable in open spaces, but they would be more effective at using cover, supporting a team, defending locations, and suppressing enemies with these bonuses. logis will get points because their heavies will stay alive longer earning logi's more points.
its a win win for everyone with skill. an AR user with good aim can make up for the lost damage with head shots if the heavy doesnot take effective cover or evasive action. |
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Posted - 2013.06.10 07:27:00 -
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if that is the case then due to the immense skill point requirements this skill would need a higher pay off than 30%.
it may need to go as far as 50%. (i know Cp you will need 1.1million SP for this skill). id hate to invest that many skill points into something as little as 25%, seeing as damage is so high among other weapons.
this high percentage is really just to offset all the down sides to the heavy. if we give this percent however it is distributed, and increase the turn and movement speed slightly, the ground will be even. how so?
if a heavy encounters an assault, logi or scout of the same level, and bothe players have the same skill~ then it should result in either a double kill or a victory at great cost to one or the other. 'the scout/logi/assault' would be using their greater mobility to one degree or another to evade, and flank the heavy, as the heavy attemps to keep up, he can land enough shots to do significant if not fatal damage while note lossing ehp at the same rate an assault would.
an assault/logi/scout of the same ehp as a heavy should lose their ehp faster because their suits arent designed for resistance but the heavies are.
i believe (aside from militia heavy suit. you have a valid point with scrubs running around with that), i feel all heavy suits and their variants, sentinel, command should have a blanket 10% resistance (to help offset the speed imbalance with other suits). then each suit will have its own skill variant increasing the resistance by varying percentage (not costing you more than 400,000 SP to complete for each, because its one per suit ie. sentinal resistance, commando resistance).
these variations are necesary because a commando due to its high mobility simply shouldnt have the same resistance as a sentinel. therefore the commando may maxout at 25% resistance to damage or even 20% depending on how fast it actually will be.
what do you think of this? |
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Posted - 2013.06.11 07:04:00 -
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this is why i proposed the base 10% plus the lvl increase up to the aforementioned (see post #173). the risk verse rewards is already evident.
think of it this way: if you had a scale to balance two uneven weights on, would you add two weights of equal value to each side? no. why? because both sides are already unbalanced adding balanced weights to the unbalanced ones will keep the scale unbalanced.
in a similar light, the heavy suit is already underpowered, adding counter buffs with my recomended buffs, will keep it weak therefore defeating the point of buffing it.
we need to impliment the minor buffs i suggested because they will balance the heav suit against its weaknesses and make it more competitive. since each racial variant will be different, commando will be different, and sentinel will be different from the rest their max percentage resistance should reflect their potential and their weaknesses.
so, as the slowest suit the sentinel will receive the highest reduction to damage. the commando as the fastest will receive the lowest max percentage. the basic heavy suit as a modular unit will receive a median max percentage in comparison with the other.
however, to help offset the downsides that all heavies share in common besides the militia heavy suit all heavy suits start with a base 10% resistance given. then additional percentages are added up to a max with the skill associated with heavies. all heavies suffer from lower mobility and turn speed even with the small increase in the aforementioned i suggested they will still be at a disadvantage in that regard. therefore the base resistance of 10% will help.
post #173 https://forums.dust514.com/default.aspx?g=posts&m=924718#post924718 |
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Posted - 2013.06.11 09:45:00 -
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^^again someone who has absolutely no idea about what the other 176 posts say. if look at the math and stats i posted you will see that i didnt say anything about heavies jumping, or moving around like scouts, i didnt say anything about making them invincible, i didnt say anything to the effect of that.
to the contrary the heavy is epicly underpowered and im trying to balance it out. no the weapon is pathetic, the suit is a waste of SP and it needs to be fixed.
right now ARs and shield tanking suits can out do a heavy in just about any situation. Caldari assaults and logis can reach as high as 914 EHP thats more than a heavy, with 5x the mobility. equip them with an AR and they are invinciple. because ARs are OP right now and so is sheild tanking.
im just trying to balance out the heavy suit against itself. it has low mobility, and turning speed, few slots, and no equipmentso it should have resistance to damage and increase hp.
scouts have low hp and low armor so they should get as they do increased mobility, more slots, more cpu/pg and an equipment slot. the scout suit is balanced. |
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Posted - 2013.06.11 09:59:00 -
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ChromeBreaker wrote:God this topic keeps getting necro'd. Its a poor idea that doesnt think far enough to how its going to completely unbalnce the heavy to other suits.
If we go by your thinking, Assault suits should get... a bonus to accuracy? logi... some support/agility bonus? Scouts... range bonus, speed?
The heavy is in a good place right now. We already have more tank than anyone else, and devestating weapons. Leave well enough alone. Once the racial suits are out and we have all the vairiables to look at then we can say if changes need to be made. As it is the basic heavy is solid and dependable. It doesnt need to be broken by adding in whimsical wants from players that can only see what effects themselfs.
just for you https://forums.dust514.com/default.aspx?g=posts&t=83983&p=6
#102 Posted: 2013.06.05 03:41 | Report | Edited by: BL4CKST4R Like 3 Caldari Logistics NO racial EHP: 843
Caldari Logistics racial EHP: 934 <-- holy sh...
Gallente Logistics EHP: 698
Caldari Assault EHP: 846
Gallente Assault EHP: 773
Gallente Assault 6% speed buff EHP: 828
Gallente Logistics 6% speed buff EHP: 753
CaLogi NO racial -1 High slot EHP: 770
_________ Amarr Assault EHP:811
Amarr Logistics EHP:736
Minmatar Assault EHP: 862 <-- 5.01m/s base speed after armor modules, wow...
Minmatar Logistics EHP: 733 <-- 4.72 base speed after armor modules
ovall speed = basically the same
heavy suit EHP basic no mods = 800 with modes proto basic = 1200 speed reduced to almost nill sentinel = 1300 speed = standing still
overall speed = running is like crouch walking, turning is impossible
explain please how this is in anyway shape or form fair? so this is perfectly acceptable, every other suit can completely out class heavy to the point that they can do everything a heavy can better. they definitely can tank better.
so not only are ARs vastly superior from dps, to range compared to the HMG which is a heavy only weapon; but assault and logi suits can have no penalty to speed and just as much hp as a heavy? and this is totally balanced right? -_- |
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Posted - 2013.06.11 19:56:00 -
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you dnt have to *out the word crap. lol
still i rest my case with the above because all those fittings can cary weaponry and i have encountered them and they have killed my heavy suits both basic and proto. and as i have mentioned im no slouche, before i started running into all these proto bears i had a great kd,
but as all the prior 177 something posts relate to the heavy is underpowered. case and point. 1000+ ehp is a joke, even in your optimal range i can out gun you with my dren AR w/o damage mods. its hard to miss.thats why i dnt see any proto heavies around. especially when i run assault AR.
seriously with a dren assault, and dren AR i can crush proto heavies, and their is nothing they can do about it. mind you i have no SP in ARs.
now when i add my damage mods, grenades, etc, there is no hope.
when i use my heavy i can cause some damage but its way to difficult to do even mediocre with a heavy suit because its so easily out classed high risk, little reward. |
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Posted - 2013.06.12 17:46:00 -
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^^ i did not imply a base 45%+
the max depending on the suit, would higher based on that suits base speed. since sentinel is the slowest, it would get the highest percentage resistance. probably around 45%-. that way it would take two clips from a militia AR to take a sentinel out.*
the higher mobility heavy suits would have still the base 10% even the commando, but the max percentage would be lower the faster they are. down to a minimum of 30% resistance.
(the commando being the fastest most likely will only have a 25% resistance).
that being said. the lower the max resistance the lower the SP requirement should be as well.
*footnote: as a heavy you are normally everyone's target and normally and often absorb the most bullets. the sentinel with its low mobility is more susceptible to this effect. giving the sentinel this resistance will help him accomplish his role much better. further, in a one v. one, one clip from a militia AR still does 1860 damage if you subtract the 45% from that it equates to nearly half damage taken which is still 900~ hp damage. if you are armor tanking this is more than half your armor gone.
this is possible with a low level AR now, if you factor in head shots at double damage, then you will still die pretty fast. nonetheless you wont be demolished by the ARs instantly. |
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Posted - 2013.06.14 05:45:00 -
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^^bump |
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Posted - 2013.06.14 07:29:00 -
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the damage of the HMG should be increased to about 20-30 per shot on the STD and higher for the ADV and PROTO. because its role is suppresion and when ppl can ru through may bullets because of low damage its not doing its job.
the high dispersion balances it out |
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Posted - 2013.06.14 12:13:00 -
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^^this sounds cool. (still want my base 10% though.) |
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Posted - 2013.06.15 07:45:00 -
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bump |
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Posted - 2013.06.16 01:47:00 -
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bump again. comments suggestions are welcome |
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Posted - 2013.06.16 04:53:00 -
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bump. more ideas keep them comming |
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Posted - 2013.06.16 23:58:00 -
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indeed. and as stated earlier as long as the heavy is the slowest unit, any buffs to speed would still be balanced.
we aren't asking for scout speed, but we should not be 500% slower than a galente assault.
having 75% less speed than a scout, and 25% less turn speed would do it. but i think CCP should start with a slight buff, and patch weekly until a good balanced is reached.
start by increasing heavies general movement speed by 15% and turn speed by 15%. then, we can asses the progress.
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Posted - 2013.06.17 22:50:00 -
[75] - Quote
bump |
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Posted - 2013.06.17 23:19:00 -
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haha you obviously havent speced into heavys, because to start you need to burn over 700,000SP to get weaponry to 5. and get the suit.
plus heavy suits have the least CPU/PG out of all suits, how the hell am i going to fit all that **** on a basic heavy suit? lol your a joke.
by the time i get 1000 ehp, im moving as fast as molasses durring a snow storm in antartica. yep...
plus the HMG aint worth crap right now. a milita AR can out gun an HMG even in it s optimal range, with perfect accuracy no dispersion, with or without a headshot bonus.
you need zero SP to use militia AR. with the same SP it takes to get just a standard HMG you can get a proto ARs.
so having a militia AR capable of completely out classing proto hmgs is a joke. an d the gap only gets larger when you use higgher grade ARs, and start strafing. especially the 2-step strafe. have you heard of it?
thats when someing in an assault suit, or logi suit strafes back and forth in the same spot. with an hmg you cnt hit them.
face it the facts midigate your argument. in fact your argument is baselss. raw numbers may look, pretty (omg heavy can have 1000ehp), but even those numbers are contradcited by basic facts, and real factors (militia AR does 1860 damage in one clip with no damage mods, headshots, or skill points in proficiency. not adding the blanket 10% given all weapons, so in less than 2.5~seconds, a single milita Ar missing shots can take out a fully armored proto heavy.) |
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Posted - 2013.06.19 06:53:00 -
[77] - Quote
bump |
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Posted - 2013.06.19 11:12:00 -
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^^this skill could be applied to galientes too to help them fight sheild tankers. but all heavies must have it. out battle field life expectancy is low |
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Posted - 2013.06.21 23:17:00 -
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xSir Campsalotx wrote:Honestly if I could put a HMG on a proto caldari logi I'd leave the heavy suit so fast. Way faster, self rep, equipment, small hit box and still 1000+HP with all the CPU and pg necessary for anything!!! Now that's a suit
AMEN.
but you know what they have something better than an HMG, yes you guessed it, ARs and even scrambler rifles.
those things have way better accuracy, damage per shot, dps, reload speed, and dispersion than an HMG with almost no draw backs. |
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Posted - 2013.06.22 15:03:00 -
[80] - Quote
bump |
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Posted - 2013.06.24 10:50:00 -
[81] - Quote
bump |
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Posted - 2013.06.27 13:23:00 -
[82] - Quote
bump
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Posted - 2013.06.28 10:57:00 -
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when you do the total calculation at lvl 5 having a 30-45% resistance will still allow a singe militia AR to kill you in 1 clip. the difference is that they have to hit you with more concentrated fire, than they do now.
now they just need to spray half a clip into you and that kills you in less than a second. in 27 bullets out of the 60 clip, a Militia AR does close to 837 damage (31 damage per shot times 27)
this means that someone in a free suit can kill most heavies in less than half a clip. at 30 rounds this militia AR does 930 damage. literally praying and spraying with this gun pays off when it comes to killing heavies because their slow speed, and large hit box make it easy to hit them, and since less than 1/2 your clip is needed to kill one all you gotta do is spray
this 30%-45% resistance will ensure that more rounds are required from that clip, so a noob who just sprays and prays can't kill your over priced screaming metal death trap... i mean heavy suit.
^^the above calculations did not include the 10% buff, or proficiency, or damage mods. with the 10%, 15% and 18% from the buff, proficiency and 2 complex damage mods respectively 1199 damage is done with 27 bullets into the clip. |
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Posted - 2013.06.30 05:12:00 -
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KOBLAKA1 wrote: looking at the math @ 30 % a full clip from AR would still do 1302 dmg more than enough to kill all but deeply skilled (sp wise) heavies i change my stance and lwwould like to see 6% per level of respective racial heavy suit.
1+. I can respect this^^.
KOBLAKA is an example to other posters as well. do the math, and f it checks out agree. if it doesn't please post it so that i am correted. however, in this particular case my math is correct. thank you. *
*i went a little over board in another post, about giving the HMG 31-34 damage per shot and AR range. after reviewing the math, i think somewhere between SMG damage and at max STD AR damge (for proto HMGs) should be the bas damage of the HMG while increasing the range and keeping all else the same. i.e. 25 for the basic, 28 for the advanced, and 32 for the proto. |
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Posted - 2013.07.01 04:30:00 -
[85] - Quote
bump |
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Posted - 2013.07.01 16:52:00 -
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KOBLAKA1 wrote:honestly i think if they gave us the SMG damage I'd be happy. It could be swung as Minmatar try to use the same caliber ammo for eveything,and that little boost in dmg would make significant difference at 2-4000rpm. The range definitely needs to be on par with the minmatar rifle tho.
^^yes, i can agree with this 100 percent. SMG damage per level.
damage per shot should be HMG = SMG current damage ADV HMG = ADV SMG current damage PROTO HMG = PROTO SMG current damge |
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Posted - 2013.07.01 16:53:00 -
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Kekklian Noobatronic wrote:This thread needs some CCP love..
^^ yes |
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Posted - 2013.07.01 16:54:00 -
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Den-tredje Baron wrote:This has been dicussed quite a few times already and CCP has made a response in one of them (sorry searched for some time but couldn't find it ) I think the response was that making the sentinel skill give some kind of a resistance bonus was actually a really good idea, but with the current HUD we have CCP are thinking that new guys who doesn't know that sentinels gets a resistance bonus would just think their guns are (or the hit detection) is really really bad when they're fighting a heavy. So we basically have to come with some new HUD models that will seamlessly show players how good their gun is against the oponnent they are firing at TIME TO GET SOME PAINT ACTION GOING !!!
but we have that already. the efficacy rating at the bottom when you aim at someone tells you the percent of the maxing damage your doing. |
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Posted - 2013.07.01 17:15:00 -
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^^do you here that CCP? please give a response. once i see a blue tag here, i will let this thread rest in peace. |
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Posted - 2013.07.02 21:30:00 -
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wow heavy suits are still underpowered. |
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Posted - 2013.07.02 22:14:00 -
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i just got off from playing for 3 hours after this patch and things are worse.
1. the HMG did get better range, but so did the ARs*. 2. people are moving even faster, effectivley making hitting anything with an HMG impossible. you have a greater chance of winning the lottery and becoming president than going positive with an HMG and heavy suit. 3. damage is still **** poor, but now its **** poor at longer range 4. ISK transfers make it so that more people are running around in PROTO gear. (yes im seeing alot more of those. 5. energizing plates make shields recover at 60% speed, effectively making the HMG worthless 6. shields recover while still taking damage 7. Caldari suits can still out tank a suit with ehp. (fought a caldri logi today who out gunnined me with a duvoule and had 588 shield 417 armor. (fout an advanced with 714 ehp....holy $#!T) 8. reactive plates are **** poor, and pretty much only help shield tankers (they have small enough HP to benefit from this.) 9. heavy suits still have no slots, turn speed is still **** poor, ehp low, no resistance to damage.
in short there is still no ******* point to being heavy. the commando suit looks cool but is a ******* joke, because it costs more than other suits of the same level and gets almost no slots. the ehp is pretty pathetic considering it can't really be increased.
....so we are assed out.
but the good news is i get a cool sound when i get headshots.
*CCP did this before by giving the HMG a little boost in damage and thin increasing everything else effectively making things exactly the same. if i have a scale that is unbalanced and i add two equal weights to each side it stays unbalanced... :( |
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Posted - 2013.07.02 22:52:00 -
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^^you dnt see them less because if you invest 6million sp into something you dnt just abondan it unless your leaving the game. which a lot of heavies did. after the respec, i saw few heavies. a few stayed but they are few and far inbetween. alot of new players will run them out the academy but quickly switch their focus to ARs. |
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Posted - 2013.07.02 23:09:00 -
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idk about tanks but i want to blow up LAVs again...lol
still there should..no ther emust be a resistance applied. because 1v1 heavies still lose. we have slightly more ehp than other units of the same lvl save miltia gear.
a milia Ar does 425 damage per second. in 2 seconds they can kill heavies. 1 clip does 1860 damage. in 27 bullets thats 925 damage. so spraying and praying infront of or on the side of a heavy with a milita Ar you can kill him easy, and again we cant get out the way.
there is no benefit to being heavy |
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Posted - 2013.07.03 07:48:00 -
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hell, if you tank hard enough and go proto you can get EHP higher than a proto heavy.
if a proto BASIC heavy has the shield and armor maxed skill thats 506/506. two complex shield extenders give you 132hp more for 638/506 3 complex armor plates give you 345 more to armor for 638/851 with a 30% speed reduction, and only carrying a STD HMG. your ehp is now 1489ehp
a proto sentinel will get you 506/506 plus 1 shield extender and 4 complex armor plates 572/966 with a 40% speed reduction. your ehp is now 1538hp
proto caldari logistics 5 high and 4 low slots. thats 330 additional shields, plus 460 additional armor. not including the shield bonuses they get. no grenades just aa GEK AR.
thats 790 additional ehp. holy shi..!!!
i fought a guy in one of those with 588 shield and 417 armor (left because that was after i died). thats 1006 ehp.
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Posted - 2013.07.04 21:21:00 -
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if you have PG and CPU maxed out and max the skill that increase both by 1%. with a proto Cal logistics you can fit 5 complex shield extenders, 4 complex armor plates and since you have base shield recovery of 25 per second and base armor of 3 or 4 hp per second you invincible.
66*5 = 330 115 *4 = 460
thats 790 additional bonus hp. and this is without including the caldari's base shield and armor, or the skills that increase shields, armor and the module efficacies...lol.
you wnt be able to carry equipment or a grenade, but you can still fit a GEK on there |
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Posted - 2013.07.06 10:31:00 -
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ChromeBreaker wrote:D legendary hero wrote:if you have PG and CPU maxed out and max the skill that increase both by 1%. with a proto Cal logistics you can fit 5 complex shield extenders, 4 complex armor plates and since you have base shield recovery of 25 per second and base armor of 3 or 4 hp per second you invincible.
66*5 = 330 115 *4 = 460
thats 790 additional bonus hp. and this is without including the caldari's base shield and armor, or the skills that increase shields, armor and the module efficacies...lol.
you wnt be able to carry equipment or a grenade, but you can still fit a GEK on there
(210 base shield + 330 = 540; 120 base armor + 460 = 580. congradulations your ehp is now 1120. now lets add the 25% additional shielding and 25% armor skill increase. happy birthday you now have 1680 ehp... oh whats that i forgot the basic caldri racial bonuses and the module efficacy...lol)
1680 ehp ... un freaking believable. my poto sentinel or basic suit can break 1400. lol and even at 1400 ehp i more as fast as a turret. 25% to base hitpoints not base+mods. extenders get 10% as do plates 4* complex armour plates would prob make you slower than a basic heavy lol... and the heavy can fit dmg mods... and grenades
the hit to speed isn't that great... lol but heavies need complex damage mods to even compete verses ARs, that s a whole different story i have on a different thread.
but normally they just put shield regulartors on.
imagine, 2 complex shield regulators, 1 complex armor plate, 4 complex shield extenders and 1 complex shield enegizer...lol. even though your ehp is lower your over all performance is godly |
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Posted - 2013.07.07 02:42:00 -
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^^this |
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Posted - 2013.07.09 16:06:00 -
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bump |
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Posted - 2013.07.17 03:30:00 -
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bump |
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Posted - 2013.07.21 20:32:00 -
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win |
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Posted - 2013.07.22 18:36:00 -
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yeah enough of the amar suits. i wise i could get militia minmintar heavy suits... i am a minmintar brutor after all. at least some kind of compensation for all this mess |
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Posted - 2013.07.26 04:19:00 -
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wow, 400 likes, 4000 views, 300 replies not a single comments from CCP. i surrender. |
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Posted - 2013.08.04 10:26:00 -
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^^Heavy Suits were never OP. people said sharpe shotter made them OP. but what do you think sharp shooter did to ARs? how much range did they get.
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Posted - 2013.08.07 06:43:00 -
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Karazantor wrote:CLONE117 wrote:they hmg is a minigun its true purpose is to send a large barrage of bullets that scare the enemy team into cover which will then allow for easy flanking.....
this is not how it goes in dust however since ppl can solo heavies easily...
and i am one of those player who has killed a heavy with one clip from an mlt ar...
so yeah they r under powered...and need a buff to combat these proto nubs...they r meant to tank bullets and shrug it off that is their true role..
so lets buff them to where they can do that effectively... Are you for real? Wanting to buff a weapon/suit that can effectively take on most of a squad in the right situation. So.. what are you going to do IF CCP listen to this ridiculous request, buff the suit, it becomes the newest FOTM due to its obviously ridiculously overpowered abilities, and then slam it with the nerf hammer after half the community ragequits? Serious question. Think this through very carefully.
oh you mean how the AR is now? (note: a milita AR does base 425 dps, with the 10% buff all weapons got its true damage is 467. with 3 complex damage mods that quickly rises to 670 dps . now, think about a duvoule AR, with the basic 10%, 15% proficiency, and 2 complex mods it does 770-800 damage. with the 3rd mod it reachs damn near 900 dps.)
A milita AR with the right gear con tanke out most of a squad up close and farther away. A duvoule can take out most of a squad in less than 4 seconds (with 2-3 damage mods the dps is 770-900, this can take out a heavy in 1.02 seconds and a scout in... dayum! in miliseconds {milita Ar verses fully decked out scout with 300+ ehp killed in .7seconds of milita AR fire}) |
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Posted - 2013.08.07 06:54:00 -
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Canaan Knute wrote:D legendary hero wrote:^^Heavy Suits were never OP. people said sharpe shotter made them OP. but what do you think sharp shooter did to ARs? how much range did they get.
Remember the Type II? Its base eHP was very high (320 shields, 422 armor), and we could bring it up to 1500 with the proper upgrades. It was a bit much. I do think our suits are too weak though, and something should be done about HMGs. I rarely use them now, because they're just not as good as they should be.
ARs did 34 damage per shot in chromosome meaning that the dps is still 425. so yeah, still killing your heavy in 2.3 seconds. unless i run out of ammo but then i have my 416 dps smg to finish off whats left....lol
my very first kill in dust was a heavy. i didn't know how to play but i throw a grenade at the floor and sprayed my AR while moving around the heavy and I ran out of ammo, i switched to my secondary which had no ammo... and he was reloading he ran up to me to punch me and the grenade blow him up....lol. I thought it was funny and cool to face an opponent thats tough but always beatable (like a computer player).. little did i realize that was the best he could do in the suit.
to the point even when the AR did 31 damage. remember in chromosome damage mods were broken so,, 3 complex mods (that were cheap back then) could give your AR 30% additional damage for a dps from 390 to w/ mods 504.
with proficiency thats 562 per second on a basic militia AR!*
so even with 1500 ehp you could be downed in 3 seconds from an AR in the right gear, or militia. people complained because the HMG was a competetive weapon.
* if the damage in chromosome was indeed 34 as I remember the dps would be 616.
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D legendary hero
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Posted - 2013.08.07 06:56:00 -
[106] - Quote
Dimitri Rascolovitch wrote:Purona wrote:just give heavies WP for suppressing enemies and taking damage increase resistance when being healed by a logistics don't just increase the heavies ability to act alone
the logistics class is practically made to cover most of the heavies shortcomings
low on health have a logi heal you you died get revived with 80 percent of your armor ran out of ammo logi got you covered with nano hives and can give you a slight repair with certain nano hives
also point defense does not mean to stay at one objective it means to stay at one point and fire from that one point use an lav to get to a spot and stay in that spot
also most heavies need to learn to play i see to many heavies running across open areas not firing while close to cover getting tunnel syndrome and only shooting in one direction when you can see 4 red dots on radar coming from other directions
the tunnel syndrome is caused by encountering an enemy who is in a smaller suit with more ehp than oneself, and having said target on the verge of death, knowing that if you let up on the bullet hose, the hp will be full in a matter of seconds
^^this is true |
D legendary hero
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Posted - 2013.08.10 00:38:00 -
[107] - Quote
yeah headshots should remain the same because a skilled player should not be punished for using skill namely getting headshots.. but if someone is spraying and praying they should be punished aka the resistance.
if i as a heavy am standing out in an open field and a sniper headshots me i should be gone depending on my ehp.
JUST AS A SIDE NOTE: EVEN IF THE 30% WAS APPLIED TO HEADSHOTS MOST SNIPERS WOULD STILL KILL IN THE SAME NUMBER OF SHOTS.
only ARs would really be effected. and milita Shotguns. because proto shotguns would still take out a heavy in as few as 3-4 shots if they dnt miss. nova knives will still kill heavies.
basically everything that is a heaives weakness will still kill the heavy. however, the resistance will be more notable with ARs, SMGs, Scrambler rifles, Lasers, plasma canons, MDs, and snipers (without headshots), locus and flux grenades.
HMGs, forguns, all vehicle turrets, and missles etc will do the same damage. the resistance will on apply to small arms. and again shotguns, nova knives and good snipers shouldn't notice the difference. |
D legendary hero
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Posted - 2013.08.10 01:16:00 -
[108] - Quote
30% resistance to 1000 = 700. that will still one shot a weakened heavy. but heavies need all the love they can get because we are slow moving targets.
besides people complained when they got killed by flaylocks a Plasma cannon is basically the same thing...lol if it can one shot heavies. still the plasma cannon needs to get a better fix regardless. it should be able to one shot most suits.
if your GOOD and your plasma cannon ggets a direct hit the impact and splash will still 1 shot a heavy. but killing a heavy with a light weapon in 1 shot... beats the point to it being heavy |
D legendary hero
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Posted - 2013.08.13 03:38:00 -
[109] - Quote
indeed, i mean seriously a milita AR killing my heavy suit in 3.4 seconds unmodded, without proficiency, in 46 bullets? that literally means, with a STD AR spraying and praying close enough with nor damage boosts my heavy is dead in seconds.... whats the point of low mobility is their is no high ehp and resistance?
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D legendary hero
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Posted - 2013.08.13 03:48:00 -
[110] - Quote
^^if its a direct hit the 1000 direct hit ddamage and all the splash damage will apply killing my heavy anyway....lol. plus, i am hoping CCP buffs plasma cannons soon. if they do this resistance won't be a problem. |
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D legendary hero
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Posted - 2013.08.13 03:55:00 -
[111] - Quote
Interplanetary Insanitarium wrote:D legendary hero wrote:^^if its a direct hit the 1000 direct hit ddamage and all the splash damage will apply killing my heavy anyway....lol. plus, i am hoping CCP buffs plasma cannons soon. if they do this resistance won't be a problem. Does splash damage happen if it's a direct hit? Like if a gun had 1800 direct and 200 splash the total damage would be 2000?
infact it does because the blast radius is spherical upon impact the projectile causes the 1800 per say, and the splash does the 200 as well, due to hit detection and server client lag, sometimes only the splash counts or only the direct hit. 1.4 and 1.5 are supposed to remedy those however.
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