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XxWarlordxX97
Internal Error. Negative-Feedback
1861
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Posted - 2013.06.06 22:21:00 -
[151] - Quote
Bumping |
Sponglyboy Squaredoo
Not Guilty EoN.
104
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Posted - 2013.06.07 00:56:00 -
[152] - Quote
Bump |
Cross Atu
Conspiratus Immortalis Covert Intervention
1097
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Posted - 2013.06.07 01:28:00 -
[153] - 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.
the heavy suit w/ hmg in this game takes the place of an lmg in a real squad. it has all the same exact roles, with the bonus of being a bigger gun). every gun in this game as a counterpart in reality but the ones in the game are stronger more volitile versions which their suits allow them to carry to accomplish the same role as it would in a real squad. keep this prospective in mind in your posts thank you.
by suit: 1. the basic heavy should get a base 10% resistance and an increase of 4% resistance per lvl for a max of 30% resistance to small arms fire to shields and armor.
2. the sentinel (and gallente) heavy should get a base 10% resistance and an increase of 5% resistance per lvl for a max of 35% resistance to small arms fire to shields and armor. (in addition to the reload bonus)
3. the caldari heavy should have a base 15% resistance and an increase by 5% resistance to damage to shields per level to a max of 40% resistance to damage taken on shields. (armor only has 15% resistance)
4. the minmintar heavy should havea 15% resistance to damage, with an increase of 5% per lvl for a total of 40% resistance to damage taken to armor. (shields only have 15% resistance) this in addition to the speed bonus minmintars get.
5. the commando should have a base 5% resistance to damage with a 3% increase per lvl to a total of 20% reduced damage to shields and armor.
if you agree put 1+ in your comment I can't speak to exact numerical values in this case but the general thrust of the idea I find to be a good one. I would recommend that something be done to provide a bit of diversity between the sentinel and gallente versions. Or more specifically that one of them should take the listed role of the minmitar suit and the minmatar suit itself be given a differing and unique bonus of some kind (still in the same vein as an increase to the eHP of Heavies seems like a positive move and resists accomplish this without stacking too much total HP or adding mod slots that could be used in unforseen possibly broken ways).
I'm also interested in the thoughts of those in this thread regarding the idea of having a temp buff (on a cool down timer) for the resists of heavies (or certain heavies) when crouching down into "doom mode" allowing them to tactically select short spans of decreased mobility with increased eHP via resists (just interested in perceptions on the concept not suggesting it as an alternative to the OP per se, it could even in theory be the minmatar bonus giving them a lower base eHP with higher eHP "bursts" seems in keeping with their style).
Generally speaking +1
Cheers, Cross
EDIT: In case anyone cares I say this as someone who does not run heavy. |
D legendary hero
One-Armed Bandits Unclaimed.
112
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Posted - 2013.06.07 02:09:00 -
[154] - Quote
^^ 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. |
KOBLAKA1
Opus Arcana Orion Empire
53
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Posted - 2013.06.07 02:57:00 -
[155] - Quote
With out powers combined we create...gravity cuz we so fat
Bump
As with all these threads, "designed to withstand concentrated small arms fire"to this would do it
+1 good sir |
D legendary hero
One-Armed Bandits Unclaimed.
119
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Posted - 2013.06.07 05:20:00 -
[156] - Quote
^^ 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. |
Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.07 05:41:00 -
[157] - Quote
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.
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)
This base 10% resistance should come from a skill. It's a 2% per level that would be applied to basic suits Skill as well as specialized. Skill should be a 3x multiplier which would put it around 310k sp when finished, roughly 2 weeks playing time without boosters and hitting weekly cap. The reason why I say this is because there are players out there that will not spec into the amarr sentinel in fear of not getting a chance to respec when the other race suits become available. Once the other suits are released, the skill is obviously transferable to any path you take. Militia heavies suits do not receive the bonus and the skill unlocks once basic suits are maxed like proficiency. (It blows my mind that CCP changed the suit build to allow adv basic max and then get proto specialized. All my life experiences tell me that you need to master the basics before the can moved on more specialized talents)
When I first heard there was a racial bonus, I immediately thought that during your character creation and the race you chose determined the bonus to the suit example is being amarr and choosing amarr frames = bonus but choosing caldari frame = no bonus.
I feel that CCP should of implemented the bonus as your character's race paired with its frame give one bonus that stacks with the specialized suit bonus. But if you are not racially tied with your suit, you only gain the one bonus. This would give more meaning to player creation.
That was a little off topic, but all in all I agree with the idea and can be adjusted with some testing. |
D legendary hero
One-Armed Bandits Unclaimed.
120
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Posted - 2013.06.07 05:53:00 -
[158] - Quote
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. |
Patoman Radiant
ZionTCD Unclaimed.
128
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Posted - 2013.06.07 05:57:00 -
[159] - Quote
would be easyer to understand efective HP, by having the bonus to hp instead. |
D legendary hero
One-Armed Bandits Unclaimed.
125
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Posted - 2013.06.07 07:28:00 -
[160] - Quote
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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ChromeBreaker
SVER True Blood Unclaimed.
552
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Posted - 2013.06.07 09:58:00 -
[161] - Quote
Quoted from a different thread but it still stands
D legendary hero wrote:this is exactly why i gave the percentages i did. a 10% increase in speed, a 10% increase in turning speed, a 30% resistance to small arms fire, and a buff to an EHP of 1000 is necesary for the heavy to become a competative unit on the battle field.
Heavies are meant to be slow, turning speed is a balance feature that gives scouts and speed tactics a role. Heavies can already easily hit 1000hp, what your proposing is a crazy goliath that would make any type of gun game obsolete, play smart and the already large tank heavies have is more than enough. |
D legendary hero
One-Armed Bandits Unclaimed.
126
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Posted - 2013.06.07 10:21:00 -
[162] - Quote
^^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. |
D legendary hero
One-Armed Bandits Unclaimed.
126
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Posted - 2013.06.07 10:24:00 -
[163] - Quote
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. |
Jathniel
G I A N T EoN.
442
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Posted - 2013.06.07 10:43:00 -
[164] - Quote
You guys need to be much more careful with your request now. The Heavy is in a much better spot, now that the TAR has been balanced.
That said, I don't think passive resistance bonuses are the way to go.
I would say give the Heavies a speed boost. Give them overall speed just under that of the Amarr medium frame, BUT in exchange for that increased speed they take a hit to their total HP levels, and instead be given ACTIVE armor/shield hardeners.
So basically, they should be somewhat fast and vulnerable in a normal state, but then they get their defense when they activate their hardeners.
Hardeners would have the following penalty: Shield Hardeners - Increase damage resistance by 60%, but shield recharging is disabled while it's active. Armor Hardeners - Increase damage resistance by 40%, but movement speed is reduced by 15% while active.
Shield Hardeners would be more resistant to damage and have no movement penalty to better offset their vulnerability to flux grenades. Armor Hardeners would have a movement penalty and be less resistant to damage, to offset their advantages of being immune to flux grenades, and being able to rep while hardened.
0.02 isk |
D legendary hero
One-Armed Bandits Unclaimed.
127
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Posted - 2013.06.07 10:57:00 -
[165] - Quote
^^ 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. |
ChromeBreaker
SVER True Blood Unclaimed.
552
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Posted - 2013.06.07 11:20:00 -
[166] - Quote
dude you keep stating numbers and facts that just arent the whole picture!
First I am 100% heavy.
yeah 1 or 2 other suits can get 1000hp... but thats it. they sacrifice dmg, utilities ect to do that (caldari logi lol is broken anyway)
Heavies can do the same with a pair of complex dmg mods and a nice armour tank. you put one of those 1000hp med suits up against a heavy and 90% of the time they wont get through your shields...
Other suits should be able to get under your turn speed. that and our slower speed is our weakness.
The whole militia AR will kill us stuff is just wrong. unless your completely cut off out of range or surprised you can easilly turn round and melt the guy. I dont know what your doing but i VERY very rarely get taken out by mAR's |
Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.07 15:24:00 -
[167] - Quote
Jathniel wrote:You guys need to be much more careful with your request now. The Heavy is in a much better spot, now that the TAR has been balanced.
That said, I don't think passive resistance bonuses are the way to go.
I would say give the Heavies a speed boost. Give them overall speed just under that of the Amarr medium frame, BUT in exchange for that increased speed they take a hit to their total HP levels, and instead be given ACTIVE armor/shield hardeners.
So basically, they should be somewhat fast and vulnerable in a normal state, but then they get their defense when they activate their hardeners.
Hardeners would have the following penalty: Shield Hardeners - Increase damage resistance by 60%, but shield recharging is disabled while it's active. Armor Hardeners - Increase damage resistance by 40%, but movement speed is reduced by 15% while active.
Shield Hardeners would be more resistant to damage and have no movement penalty to better offset their vulnerability to flux grenades. Armor Hardeners would have a movement penalty and be less resistant to damage, to offset their advantages of being immune to flux grenades, and being able to rep while hardened.
0.02 isk
This is another interesting idea. I would assume these would be a low module? The passive resistance would be for the sentinel class only, except for the 10% skill that I proposed which would cover the basic suit once prototype is unlocked(NOT including militia heavy as no skill needs to be allocated)
With the current sentinel layout, it's focused on the low end, which ultimately leaves plates and reps as the main focus. Plates already cripple heavies even further in the movement department and with this extra 15% reduction to speed for the hardener, the heavy couldn't turn to save it's life. Which I feel is too much of an over kill.
These passive resistances would only be applied if current movement/turning speeds stay the same.
With some quality testing, CCP should be able to determine if the passive resistance or the hardeners would be better implemented without causing the heavy to go into God mode and way to difficult to kill.
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D legendary hero
One-Armed Bandits Unclaimed.
130
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Posted - 2013.06.07 20:30:00 -
[168] - Quote
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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1105
|
Posted - 2013.06.08 05:46:00 -
[169] - Quote
D legendary hero wrote: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. Dren gear is actual STD not MLT but that small quibble aside I have to pretty much say yeah all of this. When I can take out a heavy with my free dragonfly scout and free toxin smg ~40-60% of the time (with no damage or speed mods on the suit and no other weapon just the smg) it's kind of an indicator.
As I've stated elsewhere I don't have specific numbers to throw out but the heavy getting a bit more tank on it seems like it should happen (especially at the Proto level). I base this on what it seems like a Heavy should be compared to how easily my squish armor tanked Amarr suited logi self can take them down.(and I'm not one of those 'Top 20 gun game' guys either).
Cheers, Cross |
D legendary hero
One-Armed Bandits Unclaimed.
133
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Posted - 2013.06.08 05:57:00 -
[170] - Quote
^^ 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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Arcturis Vanguard
Militaires-Sans-Frontieres
30
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Posted - 2013.06.08 07:33:00 -
[171] - Quote
I still disagree with the 10% dam resistance being applied to the MLT HEAVY SUIT. All spec'd into heavies receive resistance. |
D legendary hero
One-Armed Bandits Unclaimed.
141
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Posted - 2013.06.09 06:00:00 -
[172] - Quote
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+ |
Arcturis Vanguard
Militaires-Sans-Frontieres
31
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Posted - 2013.06.09 16:06:00 -
[173] - Quote
Jathniel wrote: So basically, they should be somewhat fast and vulnerable in a normal state, but then they get their defense when they activate their hardeners.
Hardeners would have the following penalty: Shield Hardeners - Increase damage resistance by 60%, but shield recharging is disabled while it's active. Armor Hardeners - Increase damage resistance by 40%, but movement speed is reduced by 15% while active.
After reading your post again, I see a major flaw in regards to the shield hardener. Currently all shields stop regenerating once damage is taken and has a delay before they recharge depending on if they were depleted or not. So with your penalty, there is no drawback, unless it's during the cool down period. Which then begs the question, how long is the cool down? Once activated, can you deactivate? If so, is there a penalty for deactivating? Do shield tanking heavies have a higher recharge rate then their armor inclined counterparts?
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D legendary hero
One-Armed Bandits Unclaimed.
143
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Posted - 2013.06.09 19:22:00 -
[174] - Quote
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. |
Arcturis Vanguard
Militaires-Sans-Frontieres
32
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Posted - 2013.06.09 23:48:00 -
[175] - Quote
@ hero- there will be a commando specialization for the heavy class. It will be a faster variant with two light weapons slot and maybe an equipment slot. You can picture it like how there is an assault and logistics class for the medium frames. This is One of the reasons why I keep saying that the resistance bonus should only be applied if heavies, as we know them now, stay at their current stats in regards to mobility.
Also there will be a basic suit variant for every race, just like with all the medium frames.
I also think that CCP needs to change the way you access suit progression, to an extent. I love that the specialty suit can now be accessed after hitting the advanced basic suit, but only up to the advanced specialty suit. After that you need to unlock the basic prototype before getting the prototype specialized suit. This correlates with my idea of having the base 10% resistance accessible once basic prototype is skilled into, at the 3x multiplier. That way dedicated heavy players benefit from their profession and will keep someone who, as a secondary profession, skilled into it to have a beefed up suit. Obviously the bonuses for the sentinel suits would be applied as you progress through the tree. |
D legendary hero
One-Armed Bandits Unclaimed.
145
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Posted - 2013.06.10 07:27:00 -
[176] - Quote
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? |
Arcturis Vanguard
Militaires-Sans-Frontieres
34
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Posted - 2013.06.11 04:33:00 -
[177] - Quote
I completely disagree if your increased percentages to resistance. The base 10% would be applied to the basic and sentinel suits only and to their respected level of suit. The reason behind this is for the risk vs reward theory. If a dedicated heavy wants full protection, they must bring in their prototype gear.
Also taking small steps with tweaking the heavy is the best approach. How many times has the developers made a drastic change to the game where people get in an uproar on the forums? We want to improve the heavy suit without making it a complete juggernaut.
The commando option could be interesting. It would have to be 15% less resistance compared to the sentinel class with each race to their respected dominance, shield or armor. But since we do not know their stats, it would be a tough call to make. |
D legendary hero
One-Armed Bandits Unclaimed.
147
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Posted - 2013.06.11 07:04:00 -
[178] - Quote
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 |
Felix Totenkreuz
Intrepidus XI Omega Commission
4
|
Posted - 2013.06.11 08:38:00 -
[179] - Quote
Give Heavies a "toggle" kind of equipment assigned to the circle button which raises damage resistance by 60%, but makes you move as if crouched. (I'd even go as far as to link the effect to crouching if it didn't, you know... make you crouch) Give it a 2s. cooldown so that it cannot be toggled between short bursts of enemy fire. Give it a "hardener" visual so enemies know their bullets are wasted/the heavy can't dodge their bullets.
Heavys shouldn't be quick, jumpy butterflies like those other dropsuits tend to be. We're tanks. Make us feel tanky. Damage resistance is needed as to increase the effect repair tools and rep-hives have on us. |
ChromeBreaker
SVER True Blood Public Disorder.
564
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Posted - 2013.06.11 08:59:00 -
[180] - Quote
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.
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