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Sponglyboy Squaredoo
Not Guilty EoN.
96
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Posted - 2013.05.31 04:19:00 -
[121] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
12
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Posted - 2013.05.31 04:21:00 -
[122] - Quote
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
Hear hear! A heavy who doesn't use tactics is just a big, slow moving target.
Pro-tip: Pretend your heavy has agoraphobia. They don't do well in open spaces. |
Shadow Archeus
OSG Planetary Operations Covert Intervention
69
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Posted - 2013.05.31 04:33:00 -
[123] - Quote
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 |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
12
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Posted - 2013.05.31 04:48:00 -
[124] - Quote
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
Or they bunny hop and strafe, it's a little frustrating. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
81
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Posted - 2013.05.31 04:57:00 -
[125] - Quote
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. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
12
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Posted - 2013.05.31 05:01:00 -
[126] - Quote
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.
1) THIS HEAVY THREAD!
2) Scouts now get the Derp bonus at 15% per level up to 3000%
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KOBLAKA1
Opus Arcana Orion Empire
12
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Posted - 2013.05.31 05:33:00 -
[127] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
44
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Posted - 2013.05.31 08:03:00 -
[128] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
44
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Posted - 2013.05.31 08:04:00 -
[129] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
44
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Posted - 2013.05.31 08:07:00 -
[130] - 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.
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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D legendary hero
One-Armed Bandits Unclaimed.
44
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Posted - 2013.05.31 08:09:00 -
[131] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
44
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Posted - 2013.05.31 08:14:00 -
[132] - Quote
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. |
Kekklian Noobatronic
Goonfeet
69
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Posted - 2013.05.31 09:29:00 -
[133] - Quote
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.... |
D legendary hero
One-Armed Bandits Unclaimed.
46
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Posted - 2013.05.31 11:05:00 -
[134] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
49
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Posted - 2013.05.31 16:29:00 -
[135] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
49
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Posted - 2013.05.31 16:35:00 -
[136] - Quote
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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D legendary hero
One-Armed Bandits Unclaimed.
50
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Posted - 2013.06.01 07:53:00 -
[137] - Quote
CCP I know you see this post. do not ignore justice. the heavies must rise! |
D legendary hero
One-Armed Bandits Unclaimed.
51
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Posted - 2013.06.01 16:48:00 -
[138] - Quote
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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D legendary hero
One-Armed Bandits Unclaimed.
57
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Posted - 2013.06.02 08:25:00 -
[139] - Quote
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. |
xSir Campsalotx
Isuuaya Tactical Caldari State
10
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Posted - 2013.06.02 08:42:00 -
[140] - Quote
CCP we want this done we need that extra something to make us more than a novelty suit. |
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THE WOOKIE 72
Ghost Wolf Industries Alpha Wolf Pack
0
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Posted - 2013.06.02 09:41:00 -
[141] - Quote
+1 I like it |
Purona
Militaires Sans Jeux
10
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Posted - 2013.06.02 10:15:00 -
[142] - Quote
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
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D legendary hero
One-Armed Bandits Unclaimed.
73
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Posted - 2013.06.03 10:36:00 -
[143] - Quote
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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D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 01:59:00 -
[144] - Quote
dnt forget to 1+ and bump this up so ccp doesnt forget |
Chaos Carl
ZionTCD Unclaimed.
8
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Posted - 2013.06.05 03:07:00 -
[145] - Quote
+1 i vote yes |
Shadow Archeus
OSG Planetary Operations Covert Intervention
87
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Posted - 2013.06.05 11:30:00 -
[146] - Quote
The heavy does need the buff these people are talking about
I support the idea that we should be faster......as long as we are still the slowest suit by comparison
I agree we need to be tougher.......heavies right now are paper tigers
I believe a higher turn speed will make up for a lot of the heavies not being able to kill........it will also make fights more fun......its boring when you get circle strafed
We need wp for suppressing enemies or more points for kill assists......it would make the suppression role more appealing
Logis need more points for healing heavies.....maybe not wp but maybe a small sp boost |
D legendary hero
One-Armed Bandits Unclaimed.
83
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Posted - 2013.06.05 12:19:00 -
[147] - Quote
^^this = yes |
D legendary hero
One-Armed Bandits Unclaimed.
83
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Posted - 2013.06.05 12:23:00 -
[148] - Quote
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. |
D legendary hero
One-Armed Bandits Unclaimed.
85
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Posted - 2013.06.06 03:20:00 -
[149] - Quote
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. |
Lance 2ballzStrong
SyNergy Gaming EoN.
2119
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Posted - 2013.06.06 05:41:00 -
[150] - Quote
bump |
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