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D legendary hero
One-Armed Bandits Unclaimed.
28
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Posted - 2013.05.28 06:30:00 -
[91] - Quote
now if i can get that type of resistance on my minmintar heavy, i'd be really happy. |
Dexter307
The Unholy Legion of Darkstar DARKSTAR ARMY
26
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Posted - 2013.05.28 14:53:00 -
[92] - Quote
I definitely think the sentinel bonus should be some kind of resistance to damage. Weapon feedback damage reduction is NOT helpful to good players. |
Severus Smith
L.O.T.I.S. RISE of LEGION
227
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Posted - 2013.05.28 16:13:00 -
[93] - Quote
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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
49
|
Posted - 2013.05.28 18:58:00 -
[94] - Quote
Severus Smith wrote: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). They'll probably implement a max percentage (say 40% TOTAL) to prevent that. Keep in mind, these will most likely suffer from stacking penalties as well. |
Severus Smith
L.O.T.I.S. RISE of LEGION
227
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Posted - 2013.05.28 19:42:00 -
[95] - Quote
Ecshon Autorez wrote:They'll probably implement a max percentage (say 40% TOTAL) to prevent that. Keep in mind, these will most likely suffer from stacking penalties as well. Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP, an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth it at all.
My opinion is that 50% - 75% is the best spot for resistance. At 400 HP of armor; 50% makes it 800 EHP and 75% makes it 1600 EHP. And if resistance only applies to small caliber weapons (not snipers and shotguns) then it makes the heavy the Assault busting tank everyone wants, while still making it easily countered by snipers and shotguns.
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D legendary hero
One-Armed Bandits Unclaimed.
32
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Posted - 2013.05.28 21:58:00 -
[96] - Quote
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. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
238
|
Posted - 2013.05.28 21:58:00 -
[97] - Quote
Severus Smith wrote:Ecshon Autorez wrote:They'll probably implement a max percentage (say 40% TOTAL) to prevent that. Keep in mind, these will most likely suffer from stacking penalties as well. Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP, an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth it at all. My opinion is that 50% - 75% is the best spot for resistance. At 400 HP of armor; 50% makes it 800 EHP and 75% makes it 1600 EHP. And if resistance only applies to small caliber weapons (not snipers and shotguns) then it makes the heavy the Assault busting tank everyone wants, while still making it easily countered by snipers and shotguns.
^^This sounds fair, though I still think they could use a reduction in speed.
Also, I played several matches today and this:
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
Would've been found to be false in several of them. I saw Heavies with Mass Drivers, Heavies with Sniper Rifles, Heavies with Shotguns, even Heavies with GLUs.
@D legendary hero
You can speak for your experience though you cannot flat out dismiss something as if it doesn't happen at all when I am speaking about what my experience is. I even saw a Heavy bunny hopping today (specifically, it was the MD scrub). |
D legendary hero
One-Armed Bandits Unclaimed.
32
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Posted - 2013.05.28 22:14:00 -
[98] - Quote
^^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. |
Ecshon Autorez
NOVA TECH MARINES Hephaestus Forge Alliance
49
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Posted - 2013.05.28 22:19:00 -
[99] - Quote
Severus Smith wrote:Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP, an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth it at all. Are you adding 100 shields? Because if you're doing the math the way I think you are, then that's the only way it would be a 260 increase. And this has nothing to do with increaseing total hp. Resistance means that 1 unit of their armor is worth more than 1 unit of your armor.
Plus these wouldn't have the same drawbacks as armor plates. Since they don't add on anything (they just increase the effectiveness of what is already there) like armor plates do (the extra armor plating), your movement speed stays the same, making hardeners preferable to people who want to get around fast.
Do you expect the same results from something with less drawbacks? The cap would be there to stop from people running around in a Sentinel suit with 30% base resistance (skill: 25%, base Sentinel suit:5%) and filling all low slots with hardeners (if I remember correctly, it has 4 low slots) giving it 70% damage reduction. This is right were you said you think it should be.
I think when you do the math you are taking the % out of the suits ehp, this is not the case!
The % is of incoming damage. (see post #71 and also note that it is using 20%, not the 25% or 30% we are discussing now) You do not add 30% of max armor to your ehp, you reduce 30% of all incoming damage. So if you get hit with something that does 100 damage....(to get %s numerical value, you multiply the number (100) by the % (+ a . in front of it), in this case (.30) giving you..... 30!) this means that you subtract 30 from 100 giving you 70, that is the amount of damage you would actually take.
Letting us reach a number like 70% or 75% would mean that in the exact same scenario the heavy would take
- 70%: 30 damage
- 75%: 25 damage
PLUS the resistance of weapon type (hybrid, laser, explosive, projectile) v health type (shield, armor) |
Severus Smith
L.O.T.I.S. RISE of LEGION
229
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Posted - 2013.05.29 05:24:00 -
[100] - Quote
Ecshon Autorez wrote:Severus Smith wrote:Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP, an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth it at all. Are you adding 100 shields? Because if you're doing the math the way I think you are, then that's the only way it would be a 260 increase. And this has nothing to do with increaseing total hp. Resistance means that 1 unit of their armor is worth more than 1 unit of your armor. Plus these wouldn't have the same drawbacks as armor plates. Since they don't add on anything (they just increase the effectiveness of what is already there) like armor plates do (the extra armor plating), your movement speed stays the same, making hardeners preferable to people who want to get around fast. Do you expect the same results from something with less drawbacks? The cap would be there to stop from people running around in a Sentinel suit with 30% base resistance (skill: 25%, base Sentinel suit:5%) and filling all low slots with hardeners (if I remember correctly, it has 4 low slots) giving it 70% damage reduction. This is right were you said you think it should be. I think when you do the math you are taking the % out of the suits ehp, this is not the case! The % is of incoming damage. (see post #71 and also note that it is using 20%, not the 25% or 30% we are discussing now) You do not add 30% of max armor to your ehp, you reduce 30% of all incoming damage. So if you get hit with something that does 100 damage, what is 30% of 100? 30! This means that you subtract 30 from 100 giving you 70, that is the amount of damage you would actually take. Letting us reach a number like 70% or 75% would mean that in the exact same scenario the heavy would take
- 70%: 30 damage
- 75%: 25 damage
PLUS the resistance of weapon type (hybrid, laser, explosive, projectile) v health type (shield, armor) **Edits: Changed it, didn't like the changes so I put it back** I get all that. What I said was you go from 400 HP to ~660 EHP or "Effective Hit Points" which is what, after resistances, your armor would be if the damage was not reduced.
I know that hitpoints aren't added and that with 40% resistance you still have 400 HP. But, since all damage has been reduced by 40% then your HP is effectively higher. Hence math: 400 / (1 - 0.4) = 660
So, when taking fire from a 100 damage per bullet weapon with 40% resistance.
400 / (100 * (1 - 0.4)) = 6.6 bullets to kill you
Its the same number of bullets as if you had 660 HP and no resistance.
660 / 100 = 6.6 bullets to kill you
That's how Effective Hit Points are calculated. Again, they aren't actually added and your character sheet will still say 400. But to most people its easier, and more informative, to say "I have 660 EHP" than "I have 400 HP with 40% resistance" |
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D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 05:56:00 -
[101] - Quote
^^this |
D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 05:59:00 -
[102] - Quote
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. |
xSir Campsalotx
Isuuaya Tactical Caldari State
1
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Posted - 2013.05.29 07:24:00 -
[103] - Quote
D legendary hero wrote: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.
Like this thought +1 |
xSir Campsalotx
Isuuaya Tactical Caldari State
1
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Posted - 2013.05.29 08:24:00 -
[104] - Quote
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. |
Mike Molle
L.O.T.I.S. RISE of LEGION
16
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Posted - 2013.05.29 09:10:00 -
[105] - Quote
Please, do New Eden a favor and kill yourself, your clone is obviously defective |
Rei Shepard
Spectre II
325
|
Posted - 2013.05.29 11:11:00 -
[106] - Quote
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?
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
248
|
Posted - 2013.05.29 11:36:00 -
[107] - Quote
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 |
Severus Smith
L.O.T.I.S. RISE of LEGION
231
|
Posted - 2013.05.29 15:07:00 -
[108] - Quote
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... |
D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 17:11:00 -
[109] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 17:18:00 -
[110] - Quote
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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D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 17:19:00 -
[111] - Quote
Mike Molle wrote:Please, do New Eden a favor and kill yourself, your clone is obviously defective
suicide in public areas is strictly prohibited |
D legendary hero
One-Armed Bandits Unclaimed.
33
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Posted - 2013.05.29 17:40:00 -
[112] - Quote
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) |
D legendary hero
One-Armed Bandits Unclaimed.
36
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Posted - 2013.05.30 03:14:00 -
[113] - Quote
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 |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
52
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Posted - 2013.05.30 19:45:00 -
[114] - Quote
D legendary hero wrote: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) It should just be the Sentinel class that gets the hardener bonus, basic suits don't get bonuses, that's why they're basic.
If they gave a blanket bonus to all heavy suits then they would have to give one to all light suits, and all medium suits, so a Minmatar Logi would get the +5 armor rep per second, +25% hack speed, and the mystery bonus that all medium suits get. D legendary hero wrote:1. ok. so for sentinel its base 10% resistance with 5% damage resistance per lvl, to a max of 35% for damage to sheilds and armor.
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)
? They can't each have a seperate bonus. These are all Sentinel suits. You can't just give each races Sentinel suit a customized version of the blanket bonus as the racial bonus, and the Sentinel suit bonus has to be the same for all of them.
Giving each races Sentinel suit an altered version of the blanket bonus would be like giving Gallente Logis armor rep. So a Gallente Logi would have +5 armor rep per second (the blanket Logi bonus), plus a racial bonus of +10 armor rep per second. |
D legendary hero
One-Armed Bandits Unclaimed.
39
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Posted - 2013.05.31 01:13:00 -
[115] - Quote
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. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
53
|
Posted - 2013.05.31 01:55:00 -
[116] - Quote
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. |
KOBLAKA1
Opus Arcana Orion Empire
12
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Posted - 2013.05.31 03:48:00 -
[117] - Quote
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 500can 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 |
2-Ton Twenty-One
Imperfects Negative-Feedback
641
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Posted - 2013.05.31 03:53:00 -
[118] - Quote
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. |
Sponglyboy Squaredoo
Not Guilty EoN.
96
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Posted - 2013.05.31 04:05:00 -
[119] - Quote
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 |
KOBLAKA1
Opus Arcana Orion Empire
12
|
Posted - 2013.05.31 04:16:00 -
[120] - Quote
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. |
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