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D legendary hero
One-Armed Bandits Unclaimed.
9
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Posted - 2013.05.26 14:40:00 -
[31] - 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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Meeko Fent
Mercenary incorperated
23
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Posted - 2013.05.26 17:06:00 -
[32] - Quote
Alaika Arbosa wrote: 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.
EHP of a Mil TANK? Maybe a fair bit lower but, a good 1.5, 2 times the Assualts or Logis EHP. Just saying this because if you whip out your 60,000 isk Proto Heavy and wreck my 200,000 Mil tank, there is a slight issue. And no infantry should be slower then the Heavy is right now. Infantry are supposed to be AHEAD of the tanks. Not Behind them. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
218
|
Posted - 2013.05.26 17:06:00 -
[33] - Quote
1. No, Heavies should have their movement nerfed to a point where (when sprinting) they are moving as fast as they do now while not sprinting. I don't see why they couldn't have their Stamina boosted though.
2. IMHO, Heavies should have between 1000-1500 Armor and shields depending on racial variant. Though all variants should be at the same total (roughly 2500 Raw HP).
3. I think that giving heavies passive resists to small arms fire is a good thing, though again I think that it should be flavored for their racial variant. Make it split so that one is stronger than the other, for example, maybe the Caldari Heavy could have 40% passive resists for Shields and 20% for Armor while the Amarr would have 20% for Shields and 40% for Armor.
Yes, I will agree that Heavies are designed to win 1v1 vs anything aside from another Heavy, an Installation or a HAV. I also think that a Heavy should be able to stand up to LAVs better than they currently can. Heavies are intended to be massive semi-mobile mounds of Armor and Shield generators, you don't strap all of that equipment to you and expect to move with any semblance of fluidity. By handing them 1v1's you need to make sure that there are sufficient drawbacks so that no-talent scrubs don't see it as a viable "I can run around and pwn everyone since I R L337 PWNZ0R!!!1!!!ONE!!!ELEVEN!!!!!"-suit. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
219
|
Posted - 2013.05.26 17:11:00 -
[34] - Quote
Meeko Fent wrote:Alaika Arbosa wrote: 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.
EHP of a Mil TANK? Maybe a fair bit lower but, a good 1.5, 2 times the Assualts or Logis EHP. Just saying this because if you whip out your 60,000 isk Proto Heavy and wreck my 200,000 Mil tank, there is a slight issue. And no infantry should be slower then the Heavy is right now. Infantry are supposed to be AHEAD of the tanks. Not Behind them.
IMHO, Heavies should be the bridge between Dropsuits and MTACs, having the EHP of a MLT HAV wouldn't be a bad thing.
In regards to Infantry being ahead of the tanks, I agree, though I don't see Heavies as being a part of that group ahead of the tank spearheading the assault on the next objective. The Heavies (with a support logi) should be posted up at held objectives murdering anything red that shows up to hack the objective. |
Geirskoegul
Soul-Strike
152
|
Posted - 2013.05.26 17:12:00 -
[35] - Quote
Alaika Arbosa wrote:1. No, Heavies should have their movement nerfed to a point where (when sprinting) they are moving as fast as they do now while not sprinting. I don't see why they couldn't have their Stamina boosted though.
2. IMHO, Heavies should have between 1000-1500 Armor and shields depending on racial variant. Though all variants should be at the same total (roughly 2500 Raw HP).
3. I think that giving heavies passive resists to small arms fire is a good thing, though again I think that it should be flavored for their racial variant. Make it split so that one is stronger than the other, for example, maybe the Caldari Heavy could have 40% passive resists for Shields and 20% for Armor while the Amarr would have 20% for Shields and 40% for Armor.
Yes, I will agree that Heavies are designed to win 1v1 vs anything aside from another Heavy, an Installation or a HAV. I also think that a Heavy should be able to stand up to LAVs better than they currently can. Heavies are intended to be massive semi-mobile mounds of Armor and Shield generators, you don't strap all of that equipment to you and expect to move with any semblance of fluidity. By handing them 1v1's you need to make sure that there are sufficient drawbacks so that no-talent scrubs don't see it as a viable "I can run around and pwn everyone since I R L337 PWNZ0R!!!1!!!ONE!!!ELEVEN!!!!!"-suit. First reasonable post in the thread. Even as they stand now, though, 3 heavies, two logis, and an assault can roflstomp near anything. As far staying with the squad: you stay with the slowest member, not the other way around. It's not the heavy's job to stay with the squad, it's the squad's job not to leave the heavy in the dust where he can't help them and they can't help him. Learn to ******* play a tactical game, get over your Call of Halo habits. |
Scheneighnay McBob
Bojo's School of the Trades
1349
|
Posted - 2013.05.26 17:20:00 -
[36] - Quote
Sounds like someone ran into my winmatar scout's knives and flaylock. |
drake sadani
Tacti-corp
48
|
Posted - 2013.05.26 18:36:00 -
[37] - Quote
D legendary hero 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! making us slower would make us a terret
ARE YOU STUPID
i said it's a mode that you can activate .
IT'S YOUR CHOICE TO ACTIVATE IT READ THE WHOLE THING IT'S OPTIONAL
so when you wander into a CORNER and 3 proto logi's ARE CHASING YOU . you can actually fight them in CQB and not die LIKE A HEAVY SHOULD
at least with skill .
but in a open field the enemy can kill you because you are pain turtle then |
Mobius Wyvern
BetaMax. CRONOS.
1633
|
Posted - 2013.05.26 20:15:00 -
[38] - 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 ^^ I'm in favor of this.
You don't want to give the entire Heavy class some big bonus on top of their high hitpoints that results in them getting nerfed again. A bonus like that is just the ticket. |
Arcturis Vanguard
Militaires-Sans-Frontieres
17
|
Posted - 2013.05.26 22:24:00 -
[39] - Quote
I'm beginning to think that most of you heavy users are terrible. The heavy does not need to be slowed down any more then it already is. I refuse to skill into the sentinel class because the reduction to feedback damage is a complete waste as no heavy weapon causes this. I really like the idea of the resistance to small arms fire as the bonus for the sentinel.
So with the prototype basic suit and three complex plates I move at 2.99 km/s and Sprint 3.4 or something like that. That is slow enough. Honestly too slow, but whatever, it is what it is. It's only pulled out with proto reps behind me. Can tank a ton of damage that way.
I can kill just fine with my HMG and usually have a high kdr. Learn to play the heavy the right way.
As the description indicates, the heavy should have some sort of base resistance against small arms fire which feels non existent if CCP has implemented into the stats. Would be interesting to see gameplay strategy with that implemented. |
D legendary hero
One-Armed Bandits Unclaimed.
15
|
Posted - 2013.05.26 22:41:00 -
[40] - 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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iLLMaTiC619
KiLo.
68
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Posted - 2013.05.26 23:02:00 -
[41] - Quote
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.
I thought was supposed to happen when you use the sentinel suits and proto suits but they fooled us heavies once again |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.26 23:24:00 -
[42] - 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!
I think the heavy should be slower, not because I can't shoot them, because I've watched "l337" fuckwits running around with them as the vanguard of their squad. This should not happen.
D legendary hero wrote: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).
If you use them as point defense, they'd have more than enough speed (even with the nerfed speed) to be effective in their role. Stay in areas that are enclosed and CQC-friendly and watch kills rack up. Heavies are Heavies, not really bulky Assaults.
D legendary hero wrote: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?
Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 23:46:00 -
[43] - Quote
Alaika Arbosa wrote:Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. I wouldn't carry an active scanner, I'd just level up my skills that increase precision and radius. Maybe put on some modules that help out. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.27 00:11:00 -
[44] - Quote
Ecshon Autorez wrote:Alaika Arbosa wrote:Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. I wouldn't carry an active scanner, I'd just level up my skills that increase precision and radius. Maybe put on some modules that help out. ^^this would work too. |
D legendary hero
One-Armed Bandits Unclaimed.
15
|
Posted - 2013.05.27 06:55:00 -
[45] - 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 |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.27 15:27:00 -
[46] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
18
|
Posted - 2013.05.27 15:44:00 -
[47] - 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. |
D legendary hero
One-Armed Bandits Unclaimed.
18
|
Posted - 2013.05.27 15:55:00 -
[48] - Quote
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) |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
224
|
Posted - 2013.05.27 15:57:00 -
[49] - Quote
Yes, as a matter of fact, I have played as a heavy with an HMG (didn't do too badly either, I's smart, I stayed in CQC areas).
Heavies aren't meant to be effective at running around spearheading assaults (otherwise they'd be called Assault suits).
Heavies are meant to be effective at taking down enemy Installations and Vehicles as well as CQC point defense.
Stop grasping at straws, it isn't very becoming for you. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 16:27:00 -
[50] - 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. |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:02:00 -
[51] - Quote
@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). |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:07:00 -
[52] - 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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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:11:00 -
[53] - Quote
@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. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:33:00 -
[54] - 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! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:42:00 -
[55] - Quote
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. 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!
I agree that we need more ways to generate WP, I would also suggest that your team not have just a single heavy defending that objective, one gets the assist, one gets the kill. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:45:00 -
[56] - 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. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:52:00 -
[57] - Quote
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? |
Arcturis Vanguard
Militaires-Sans-Frontieres
23
|
Posted - 2013.05.27 18:11:00 -
[58] - Quote
Alaika, your ridiculous. The heavy DOES NOT need to be slower. Drop that thought and move on.
A slight bump to turning speed would be nice but not necessary. Having a passive skill to reduce damage against small arms fire would be nice for the current build of the heavy. Starting off with 20-25% max skill would be a great place to start and the adjust when needed if it becomes too powerful. A fully plated heavy cannot move as is, so with the reduction of damage would allow said heavy to compete with multiple tangos firing on the heavy or that pesky scout with the shotgun that managed to get behind and Sprint staffing circles. Would be a nice addition to the sentinel class.
Also quit saying that a heavy shouldnt wield anything but heavy weapons. The commando class that will be coming out soon tm will be a quicker version of the heavy with two light weapon slots. A heavy can be anywhere and do whatever they want as long as they know their strength and weaknesses.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 18:15:00 -
[59] - Quote
@Arcturis
HEAVIES NEED TO BE SLOWER AND SHOULD BE RESTRICTED TO HEAVY WEAPONS AND SIDEARMS.
Also, I'd watch what you say, CCP might warn you for personal attacks. |
Vermaak Doe
SVER True Blood Unclaimed.
759
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Posted - 2013.05.27 18:20:00 -
[60] - Quote
That's what YOU think should happen to heavies, which don't need anymore drawbacks than they already have. And losing an equipment slot since the beginning is already a crippling handicap. |
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