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Master Jaraiya
Ultramarine Corp
102
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Posted - 2013.05.25 17:57:00 -
[1] - Quote
+1 |
Master Jaraiya
Ultramarine Corp
102
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Posted - 2013.05.25 19:06:00 -
[2] - Quote
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! |
Master Jaraiya
Ultramarine Corp
110
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Posted - 2013.05.27 16:27:00 -
[3] - Quote
D legendary hero wrote: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?
I agree 99% with this. The only thing I would change is to give the Heavy faster turning speed. Faster turning speed is completely necessary to be the CQC Powerhouse that CCP intends. As it stands now WE cannot track the slowest Assault or Logi within 15 meters. I have trouble keeping the faster Assaults/Scouts visible in my screen let alone in my target reticule.
Many times like you stated I can take them down to near dead, and they bunny hop around cover and recharge their shields; effectively using the CQC area I'm supposed to dominate against me. |
Master Jaraiya
Ultramarine Corp
110
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Posted - 2013.05.27 17:07:00 -
[4] - Quote
Alaika Arbosa wrote:@Jaraiya
How would something like this sound?
Nerf Movement speed by enough to make sprinting as fast as walking currently is
Buff Raw HP Buff Resist vs Small Arms Buff Turning speed by double or so
Buff HMG Damage by 10% or so (keep optimal at 10-15m)
I don't think that would make them OP, though it would make CQC beasts (which they should be).
You can't take away any more of our movement speed. As it stands now it is to easy for the other classes to escape us by simply running away. Nerfing our movement speed would gimp us.
That said, I already posted what I think needs to happen with the HMG to make it more viable. check my earlier post.
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Master Jaraiya
Ultramarine Corp
110
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Posted - 2013.05.27 17:33:00 -
[5] - Quote
Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way.
How would a heavy earn WP if all he does is camp a hacked objective and make would be attackers flee but not kill them? It is Illogical! |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:45:00 -
[6] - Quote
Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way.
Here is an Idea, instead of completely restricting Heavies to the nearly useless and completely boring playstyle of "point defense"
give logis the ability to deploy unmanned HMG turrets at objectives.
Give heavies a bit more speed and HP, and add the changes to the HMG that I suggested earlier under category (a) to be able to be somewhat more useful in combat. |
Master Jaraiya
Ultramarine Corp
111
|
Posted - 2013.05.27 18:44:00 -
[7] - Quote
Alaika Arbosa wrote:Master Jaraiya wrote:Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way. Here is an Idea, instead of completely restricting Heavies to the nearly useless and completely boring playstyle of "point defense" give logis the ability to deploy unmanned HMG turrets at objectives. Give heavies a bit more speed and HP, and add the changes to the HMG that I suggested earlier under category (a) to be able to be somewhat more useful in combat. So, you're saying that you don't like having your objectives stay held? That is what I am hearing when you say "nearly useless". Also, your assessment of the "point defense" playstyle as being "completely boring" is 100% subjective. I happen to like "point defense" (though I also like my teams objectives staying blue). I have to agree, that I would like small turrets back, though if they were unmanned HMGs what would be the point of the Heavy then? Am I the only one who doesn't want the Heavy suit to be relegated to the Crutch-specialized Assault Suit?
LOL at this post!
the only time the role of "point defense" for a heavy is viable is the 3 point map(even here it is only rarely)! On 5 point maps I have sat for literally a third of the match at an objective to defend it, but nothing ever happened!
A full squad can go from one objective to an objective being contested, kill enemy forces, and take back the objective more efficiently than a heavy could stay behind to defend it.
Most squads stay together, so if a heavy stays behind it is usually by themselves. Then, the zerging enemy suads rush in and easily overwhelm said heavy in numbers and CQC manueverability, and take the objective.
So tell me, in which one of those scenarios which occur in 99% of matches does the heavy as "point defense" seem useful or exciting to play?
I would much rather keep pace with my squad, to defend them by laying down suppressive fire on enemies, allowing my squad to perform flanking maneuvers. Then when Enemies are dealt with, I could hold them off as they respawn while my squad hacks the objectives and installations.
Which playstyle seems more useful and exciting to you? |
Master Jaraiya
Ultramarine Corp
332
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Posted - 2013.06.28 16:53:00 -
[8] - Quote
Guys, take a look at this proposal. Please look through everything carefully and leave feedback.
Ease do not leave feedback unless you have looked at everything I'm suggesting here! Thanks |
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