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KOBLAKA1
Opus Arcana Covert Intervention
112
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Posted - 2013.06.28 06:11:00 -
[211] - Quote
30 is a little extreme. How about 2.5% per level its applied to a races tank preference (amarr/gall=armor, cal=shield, winmatar =movementprovides speed) and also an armor resistance mod (shield can have one too I'd use it as a heavy)
So at heavy suit operation V 12.5 % increase
Added bonus is training basic suit to 5the actually has a meaning |
D legendary hero
Strong-Arm
234
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Posted - 2013.06.28 10:57:00 -
[212] - Quote
when you do the total calculation at lvl 5 having a 30-45% resistance will still allow a singe militia AR to kill you in 1 clip. the difference is that they have to hit you with more concentrated fire, than they do now.
now they just need to spray half a clip into you and that kills you in less than a second. in 27 bullets out of the 60 clip, a Militia AR does close to 837 damage (31 damage per shot times 27)
this means that someone in a free suit can kill most heavies in less than half a clip. at 30 rounds this militia AR does 930 damage. literally praying and spraying with this gun pays off when it comes to killing heavies because their slow speed, and large hit box make it easy to hit them, and since less than 1/2 your clip is needed to kill one all you gotta do is spray
this 30%-45% resistance will ensure that more rounds are required from that clip, so a noob who just sprays and prays can't kill your over priced screaming metal death trap... i mean heavy suit.
^^the above calculations did not include the 10% buff, or proficiency, or damage mods. with the 10%, 15% and 18% from the buff, proficiency and 2 complex damage mods respectively 1199 damage is done with 27 bullets into the clip. |
Purona
Militaires Sans Jeux
13
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Posted - 2013.06.28 11:35:00 -
[213] - Quote
that assumes the person hits with every bullet which is not going to happen unless they are right behind you
In my opinion just allow heavies to get to 1500-2000 hp with all passives maxed instead of the current 1012 that allows duvolles to kill a heavy with half of its bullets
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castba
Penguin's March
12
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Posted - 2013.06.28 16:36:00 -
[214] - Quote
That is how they were originally, when they were deemed OP. |
Master Jaraiya
Ultramarine Corp
332
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Posted - 2013.06.28 16:53:00 -
[215] - Quote
Guys, take a look at this proposal. Please look through everything carefully and leave feedback.
Ease do not leave feedback unless you have looked at everything I'm suggesting here! Thanks |
INTAKIAN Quickdraw
Not Guilty EoN.
1
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Posted - 2013.06.29 20:42:00 -
[216] - Quote
Bump |
KOBLAKA1
Opus Arcana Covert Intervention
127
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Posted - 2013.06.29 20:52:00 -
[217] - Quote
D legendary hero wrote:when you do the total calculation at lvl 5 having a 30-45% resistance will still allow a singe militia AR to kill you in 1 clip. the difference is that they have to hit you with more concentrated fire, than they do now.
now they just need to spray half a clip into you and that kills you in less than a second. in 27 bullets out of the 60 clip, a Militia AR does close to 837 damage (31 damage per shot times 27)
this means that someone in a free suit can kill most heavies in less than half a clip. at 30 rounds this militia AR does 930 damage. literally praying and spraying with this gun pays off when it comes to killing heavies because their slow speed, and large hit box make it easy to hit them, and since less than 1/2 your clip is needed to kill one all you gotta do is spray
this 30%-45% resistance will ensure that more rounds are required from that clip, so a noob who just sprays and prays can't kill your over priced screaming metal death trap... i mean heavy suit.
^^the above calculations did not include the 10% buff, or proficiency, or damage mods. with the 10%, 15% and 18% from the buff, proficiency and 2 complex damage mods respectively 1199 damage is done with 27 bullets into the clip. looking at the math @ 30 % a full clip from AR would still do 1302 dmg more than enough to kill all but deeply skilled (sp wise) heavies i change my stance and lwwould like to see 6% per level of respective racial heavy suit. |
KOBLAKA1
Opus Arcana Covert Intervention
127
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Posted - 2013.06.29 20:57:00 -
[218] - Quote
+1 but commando should also get a heavy weapons slot... |
KOBLAKA1
Opus Arcana Covert Intervention
127
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Posted - 2013.06.29 20:57:00 -
[219] - Quote
double post |
Big Popa Smurff
Seraphim Initiative. CRONOS.
300
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Posted - 2013.06.29 23:40:00 -
[220] - Quote
+1 |
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D legendary hero
Strong-Arm
239
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Posted - 2013.06.30 05:12:00 -
[221] - Quote
KOBLAKA1 wrote: looking at the math @ 30 % a full clip from AR would still do 1302 dmg more than enough to kill all but deeply skilled (sp wise) heavies i change my stance and lwwould like to see 6% per level of respective racial heavy suit.
1+. I can respect this^^.
KOBLAKA is an example to other posters as well. do the math, and f it checks out agree. if it doesn't please post it so that i am correted. however, in this particular case my math is correct. thank you. *
*i went a little over board in another post, about giving the HMG 31-34 damage per shot and AR range. after reviewing the math, i think somewhere between SMG damage and at max STD AR damge (for proto HMGs) should be the bas damage of the HMG while increasing the range and keeping all else the same. i.e. 25 for the basic, 28 for the advanced, and 32 for the proto. |
D legendary hero
Strong-Arm
242
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Posted - 2013.07.01 04:30:00 -
[222] - Quote
bump |
KOBLAKA1
Opus Arcana Covert Intervention
139
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Posted - 2013.07.01 06:39:00 -
[223] - Quote
honestly i think if they gave us the SMG damage I'd be happy. It could be swung as Minmatar try to use the same caliber ammo for eveything,and that little boost in dmg would make significant difference at 2-4000rpm. The range definitely needs to be on par with the minmatar rifle tho. |
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
104
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Posted - 2013.07.01 09:58:00 -
[224] - Quote
This thread needs some CCP love.. |
Sponglyboy Squaredoo
Not Guilty EoN.
625
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Posted - 2013.07.01 10:49:00 -
[225] - Quote
Kekklian Noobatronic wrote:This thread needs some CCP love.. Agreed |
Den-tredje Baron
ParagonX
133
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Posted - 2013.07.01 16:39:00 -
[226] - Quote
This has been dicussed quite a few times already and CCP has made a response in one of them (sorry searched for some time but couldn't find it ) I think the response was that making the sentinel skill give some kind of a resistance bonus was actually a really good idea, but with the current HUD we have CCP are thinking that new guys who doesn't know that sentinels gets a resistance bonus would just think their guns are (or the hit detection) is really really bad when they're fighting a heavy.
So we basically have to come with some new HUD models that will seamlessly show players how good their gun is against the oponnent they are firing at TIME TO GET SOME PAINT ACTION GOING !!! |
D legendary hero
Strong-Arm
245
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Posted - 2013.07.01 16:52:00 -
[227] - Quote
KOBLAKA1 wrote:honestly i think if they gave us the SMG damage I'd be happy. It could be swung as Minmatar try to use the same caliber ammo for eveything,and that little boost in dmg would make significant difference at 2-4000rpm. The range definitely needs to be on par with the minmatar rifle tho.
^^yes, i can agree with this 100 percent. SMG damage per level.
damage per shot should be HMG = SMG current damage ADV HMG = ADV SMG current damage PROTO HMG = PROTO SMG current damge |
D legendary hero
Strong-Arm
245
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Posted - 2013.07.01 16:53:00 -
[228] - Quote
Kekklian Noobatronic wrote:This thread needs some CCP love..
^^ yes |
D legendary hero
Strong-Arm
245
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Posted - 2013.07.01 16:54:00 -
[229] - Quote
Den-tredje Baron wrote:This has been dicussed quite a few times already and CCP has made a response in one of them (sorry searched for some time but couldn't find it ) I think the response was that making the sentinel skill give some kind of a resistance bonus was actually a really good idea, but with the current HUD we have CCP are thinking that new guys who doesn't know that sentinels gets a resistance bonus would just think their guns are (or the hit detection) is really really bad when they're fighting a heavy. So we basically have to come with some new HUD models that will seamlessly show players how good their gun is against the oponnent they are firing at TIME TO GET SOME PAINT ACTION GOING !!!
but we have that already. the efficacy rating at the bottom when you aim at someone tells you the percent of the maxing damage your doing. |
KOBLAKA1
Opus Arcana Covert Intervention
143
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Posted - 2013.07.01 16:59:00 -
[230] - Quote
D legendary hero wrote:Den-tredje Baron wrote:This has been dicussed quite a few times already and CCP has made a response in one of them (sorry searched for some time but couldn't find it ) I think the response was that making the sentinel skill give some kind of a resistance bonus was actually a really good idea, but with the current HUD we have CCP are thinking that new guys who doesn't know that sentinels gets a resistance bonus would just think their guns are (or the hit detection) is really really bad when they're fighting a heavy. So we basically have to come with some new HUD models that will seamlessly show players how good their gun is against the oponnent they are firing at TIME TO GET SOME PAINT ACTION GOING !!! but we have that already. the efficacy rating at the bottom when you aim at someone tells you the percent of the maxing damage your doing. Yep when you point at a guy/vehicle that percent below your aiming reticle...it couldnt get any easier...sounds like ccp sidestepping to me |
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D legendary hero
Strong-Arm
245
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Posted - 2013.07.01 17:15:00 -
[231] - Quote
^^do you here that CCP? please give a response. once i see a blue tag here, i will let this thread rest in peace. |
Scheneighnay McBob
Bojo's School of the Trades
1866
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Posted - 2013.07.01 23:57:00 -
[232] - Quote
eHP is what should protect against small arms fire.
However, the description of heavy suits states that they're supposed to be explosive resistant. |
Meeko Fent
Seituoda Taskforce Command Caldari State
116
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Posted - 2013.07.02 00:06:00 -
[233] - Quote
Scheneighnay McBob wrote:eHP is what should protect against small arms fire.
However, the description of heavy suits states that they're supposed to be explosive resistant. The Heavy suit should, per level, receive a reduction in bonus Damage from Explosive/Energy Weapons Depending on the Race
Amarr/ Gallante- Explosive Damage Bonus Reduction
Minmatar/ Caldari- Energy Damage Bonus Reduction
This way Heavies don't become Rather OP, and the Heavies can withstand my SMG as they Skill up more |
Den-tredje Baron
ParagonX
134
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Posted - 2013.07.02 00:30:00 -
[234] - Quote
D legendary hero wrote:Den-tredje Baron wrote:This has been dicussed quite a few times already and CCP has made a response in one of them (sorry searched for some time but couldn't find it ) I think the response was that making the sentinel skill give some kind of a resistance bonus was actually a really good idea, but with the current HUD we have CCP are thinking that new guys who doesn't know that sentinels gets a resistance bonus would just think their guns are (or the hit detection) is really really bad when they're fighting a heavy. So we basically have to come with some new HUD models that will seamlessly show players how good their gun is against the oponnent they are firing at TIME TO GET SOME PAINT ACTION GOING !!! but we have that already. the efficacy rating at the bottom when you aim at someone tells you the percent of the maxing damage your doing.
You use it ???!!! Sorry but as far as i've "used" it i tested it out on a friendly who was standing still and on my very standard student friendly (doesn't cost a billion) samsung television i almost have to bump my nose into the screen to read it and i'm not suffering from having to wear glasses ( i'm 20 nothing wrong with me)
Honestly you just gotta all admit that it could be much much better and i'm pretty sure some new guy won't even notice it's there until someone pokes to him and states that it's not just some blur next to the guy he's shooting at. I think that to the right of the map this number could be shown a lot bigger and then when you aim over someone it'll be shown and when you'r not aiming at him it'll slowly fade away after like 1 second. Maybe even with a fancy little green/yellow/red scale next to it |
Wolfica
Planetary Response Organization
91
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Posted - 2013.07.02 08:27:00 -
[235] - Quote
^^^ yeah ths feature is very unfriendly, the only time I ever notice it is to realize a guy I too far away or when sniping and I see the 195% for a headshot. even on my 40in tv it is hard to see. a lot of the times because the text color blends into background and you cant read it half the time,
its sad that armor takes like 120% damage from explosives and shields take 80% damage yet heavies are supposed to be able to take on explosions yet the only effective tanking against them is with shields but we are not given the option to tank with shields due to only having 2 high slots. |
Eris Ernaga
Super Nerds
252
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Posted - 2013.07.02 08:47:00 -
[236] - Quote
Wait so gallente get a bonus to shield and armor resistance when they are mainly armor tankers and minmitar get a bonus to mainly armor resistance when they are shield users... |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 21:30:00 -
[237] - Quote
wow heavy suits are still underpowered. |
Sean Mcbride
XERCORE E X T E R M I N A T U S
2
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Posted - 2013.07.02 21:47:00 -
[238] - Quote
this surprises you hero? seriously i don't think we will ever be fixed where we should be. |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:14:00 -
[239] - Quote
i just got off from playing for 3 hours after this patch and things are worse.
1. the HMG did get better range, but so did the ARs*. 2. people are moving even faster, effectivley making hitting anything with an HMG impossible. you have a greater chance of winning the lottery and becoming president than going positive with an HMG and heavy suit. 3. damage is still **** poor, but now its **** poor at longer range 4. ISK transfers make it so that more people are running around in PROTO gear. (yes im seeing alot more of those. 5. energizing plates make shields recover at 60% speed, effectively making the HMG worthless 6. shields recover while still taking damage 7. Caldari suits can still out tank a suit with ehp. (fought a caldri logi today who out gunnined me with a duvoule and had 588 shield 417 armor. (fout an advanced with 714 ehp....holy $#!T) 8. reactive plates are **** poor, and pretty much only help shield tankers (they have small enough HP to benefit from this.) 9. heavy suits still have no slots, turn speed is still **** poor, ehp low, no resistance to damage.
in short there is still no ******* point to being heavy. the commando suit looks cool but is a ******* joke, because it costs more than other suits of the same level and gets almost no slots. the ehp is pretty pathetic considering it can't really be increased.
....so we are assed out.
but the good news is i get a cool sound when i get headshots.
*CCP did this before by giving the HMG a little boost in damage and thin increasing everything else effectively making things exactly the same. if i have a scale that is unbalanced and i add two equal weights to each side it stays unbalanced... :( |
nukel head
Knights of No Republic
32
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Posted - 2013.07.02 22:29:00 -
[240] - Quote
drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake
I would be ok with getting rid of them. They are not at all as weak as everyone keeps complaining about, and I for one am tired of running into them and dying. So yes, CCP, please grant this request if they are so unhappy with their armor. My corp mates that use them don't seem to have any trouble and I still see plenty of them out there. If they were so crippled I would expect to see them less, but what do I know... |
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