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D legendary hero
One-Armed Bandits Unclaimed.
1
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Posted - 2013.05.25 17:08:00 -
[1] - Quote
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 10% 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. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
176
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Posted - 2013.05.25 17:53:00 -
[2] - Quote
I used to run heavy in previous builds but after all the nerfs I decided to go dedicated tank this build (instead of part time tanker) I would rather see heavy suit specific modules like acctive shield and armour hardeners that would turn the heavy into a walking behemoth of battle instead of the easy targets they are now. |
Den-tredje Baron
The Unholy Legion of Darkstar DARKSTAR ARMY
77
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Posted - 2013.05.25 17:55:00 -
[3] - Quote
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 ^^ |
Master Jaraiya
Ultramarine Corp
102
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Posted - 2013.05.25 17:57:00 -
[4] - Quote
+1 |
drake sadani
Tacti-corp
46
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Posted - 2013.05.25 18:00:00 -
[5] - Quote
+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 |
Master Jaraiya
Ultramarine Corp
102
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Posted - 2013.05.25 19:06:00 -
[6] - 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
Slow them down more? That's crazy talk bro! Heavies are slow enough trust me.
The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
213
|
Posted - 2013.05.25 19:14:00 -
[7] - Quote
Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more.
I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO).
Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this. |
Kesi Raae Kaae
Much Crying Old Experts
82
|
Posted - 2013.05.25 19:32:00 -
[8] - Quote
A resistance bonus per level would be cool, as it would also make remote repair modules more effective hopefully promoting some interesting team play. |
Chinduko
KILL-EM-QUICK RISE of LEGION
113
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Posted - 2013.05.25 19:36:00 -
[9] - Quote
The heavy should be able to absorb more dmg than now. Since we aren't effectively able to dish dmg out with an HMG, it makes sense that we should be true bullet sponges. I'm all for more damage resistance. It would help compensate for the medium suits that have the capability to amass 1k total shields and armor.
If the heavy is to serve only as a defensive meatshield compared to suits with 1k shield and armor or full dmg mods, CCP, let the heavy be able to absorb massive amounts of dmg to be a true meat shield.
Being able to absorb two magazines of any light or small arms weapon would suffice, even if we have a little slower movement. This might compensate for the HMG's horrible range.
+1
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drake sadani
Tacti-corp
47
|
Posted - 2013.05.25 20:00:00 -
[10] - Quote
Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class!
how about read what i wrote . enter a mode on the heavy so when you activate it . it gives you a major damage resistance at the cost of moving like a turtle .
heavy = pain turtle
(pain turtle is trademarked by drake sadani and tacti-corp if you wish to use pain turtle please send 1000 AUR to drake sadani ) |
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Ulysses Knapse
Bojo's School of the Trades
407
|
Posted - 2013.05.25 20:05:00 -
[11] - Quote
What does resistance do?
1. Increases the effectiveness of repair, meaning heavies become a more attractive logistics target. 2. Increases the effectiveness of armor plates and shield extenders, which suits heavies, honestly. 3. Allows a heavy to be good against other infantry, but vulnerable to vehicles, which could be an interesting balance.
So yes, I am in favor of resistance instead of simply having high base armor and shield. |
137H4RGIC
SVER True Blood Unclaimed.
77
|
Posted - 2013.05.25 20:07:00 -
[12] - Quote
drake sadani wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! how about read what i wrote . enter a mode on the heavy so when you activate it . it gives you a major damage resistance at the cost of moving like a turtle . heavy = pain turtle (pain turtle is trademarked by drake sadani and tacti-corp if you wish to use pain turtle please send 1000 AUR to drake sadani ) Or you could just hire me for 1mil ISK + Dropsuit costs.
|
drake sadani
Tacti-corp
47
|
Posted - 2013.05.25 20:10:00 -
[13] - Quote
137H4RGIC wrote:drake sadani wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! how about read what i wrote . enter a mode on the heavy so when you activate it . it gives you a major damage resistance at the cost of moving like a turtle . heavy = pain turtle (pain turtle is trademarked by drake sadani and tacti-corp if you wish to use pain turtle please send 1000 AUR to drake sadani ) Or you could just hire me for 1mil ISK + Dropsuit costs.
nah i'm good ^_^ btw did you actually play as sver true bloods or just join up with them on dust ? |
137H4RGIC
SVER True Blood Unclaimed.
77
|
Posted - 2013.05.25 20:24:00 -
[14] - Quote
drake sadani wrote:
nah i'm good ^_^ btw did you actually play as sver true bloods or just join up with them on dust ?
I joined them on DUST. My talents were underutilized in a different corporation. I'm a vet EVE player since '03 |
drake sadani
Tacti-corp
47
|
Posted - 2013.05.25 20:32:00 -
[15] - Quote
137H4RGIC wrote:
I joined them on DUST. My talents were underutilized in a different corporation. I'm a vet EVE player since '03
ah i asked because i used to interact with them often . they are cool dudes . at least the originals are ^_^ |
D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 02:44:00 -
[16] - Quote
Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class!
making us slower would make us a terret |
D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 02:51:00 -
[17] - Quote
Chinduko wrote:The heavy should be able to absorb more dmg than now. Since we aren't effectively able to dish dmg out with an HMG, it makes sense that we should be true bullet sponges. I'm all for more damage resistance. It would help compensate for the medium suits that have the capability to amass 1k total shields and armor.
A consolation buff might simply be to remove the headshot bonus on heavy suits. The heavy head is so large and the suite moves so slow, there is no challenge or precision skill of a merc to hit a heavy's head. This could compensate for the heavy's relatively low HP compared to the max hp a medium suit can have or from their capability to have multiple damage mods.
If the heavy is to serve only as a defensive meatshield compared to suits with 1k shield and armor or full dmg mods, CCP, let the heavy be able to absorb massive amounts of dmg to be a true meat shield.
Being able to absorb two magazines of any light or small arms weapon would suffice, even if we have a little slower movement. This might compensate for the HMG's horrible range. It might actually help the heavy suit perform as it was meant to in PC.
+1
^^this. also, i hate it when people say the heavy is supposed to be point defense. when i play "point defense it get 1-2 kills, and i basically just camp all match not benefitting the team. the ideal heavy is squad support like a mini-tank. he can keep up with the squad, (turn speed is still slow) but can absorb damage and push the frontline forward (like a tank), leading to a more dynamic battle experience. saying point defense is basically TAR jerks saying "hey heavy just sit in a corner bord while we have fun. then we'l come over to you kill you easy. im tired of the boring camping. heavies should be slow. but fast enough to get where they need to go. just like the lmg in a real squad combat situation. suppressive fire baby!
|
D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 02:53:00 -
[18] - Quote
Den-tredje Baron wrote:Quote:SENTINELS Overall bonus 2% bonus per level to resistance against small arms fire. ^^ haven't seen new redo of skill tree but CCP do above ^^
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. |
D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 03:11:00 -
[19] - Quote
Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this.
again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
33
|
Posted - 2013.05.26 03:12:00 -
[20] - Quote
Maybe you guys would like to look at my thread? Perhaps the heavy section? On a side not: HOW, WHEN I CAME UP THE HARDENER IDEA, DID I NOT THINK IT SHOULD BE PASSIVE!!?
New dropsiuit class bonuses(./?) *COMPLETE* |
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D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 03:41:00 -
[21] - Quote
i just saw your post. i dnt know how i missed it. but i dnt think it should be a module or use a slot. it should ba askill for heavies or just a bonus. because its in their description to be resistant to small arms fire. for a future suit designed for small ares fire its hard to believe i continue to die to small arms. i mean really. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
34
|
Posted - 2013.05.26 03:50:00 -
[22] - Quote
D legendary hero wrote: i just saw your post. i dnt know how i missed it. but i dnt think it should be a module or use a slot. it should ba askill for heavies or just a bonus. because its in their description to be resistant to small arms fire. for a future suit designed for small ares fire its hard to believe i continue to die to small arms. i mean really.
In the post I brought up how it doesn't actually use a slot, maybe I didn't explain that well enough?
Only Logis use all four equipment slots. When used, the equipment slots fill right to left. This means on ALL other Dropsuits the last slot on the left side will always be empty. So put the "switch" for the abilities there.
That being said, I do like the idea of it being passive more than the idea of it being active. Still in shock at how I didn't think it should be passive.
**Edit: Oh, in regards to you not knowing how you missed it, look at the dates of the posts. ** |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
218
|
Posted - 2013.05.26 03:56:00 -
[23] - Quote
D legendary hero wrote:Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this. again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it.
When are blaster turrets in interior places? Plus, I feel that you should be able to easily facerape the assault given the right circumstances.
If you want to have more EHP, you NEED to have a drawback added/increased to compensate. You can't have your cake and eat it too, no one should (IDK why CCP is letting the TAR scrubs eat it). I really think that the heavy is best off in CQC areas where there is no escaping them despite the fact that they move slower than tectonic plates (which they are much faster than currently and shouldn't be).
Also, I never said it should only be used once every 5 matches, it should be used every match, it is just that you're obviously not seeing the situations which are conducive to having a 2500 EHP (roughly where I think they should be) dropsuit with an HMG at.
It should take an entire squad to take down a heavy, though they should be slow enough that they shouldn't be a viable sole composition for a squad.
Personally, I think it would be cool if we had an option for heavies to "Anchor" similar to POS guns/mods in Eve. Make it so that they are immobile, though they get increases to their turn speed.
As it is now, scrubs still run around in Heavies like they are Assault suits, they shouldn't even have that thought due to the ridiculously slow speed.
Buff Heavy EHP, Nerf Heavy Speed. |
D legendary hero
One-Armed Bandits Unclaimed.
5
|
Posted - 2013.05.26 04:47:00 -
[24] - Quote
Alaika Arbosa wrote:D legendary hero wrote:Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this. again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it. When are blaster turrets in interior places? Plus, I feel that you should be able to easily facerape the assault given the right circumstances. If you want to have more EHP, you NEED to have a drawback added/increased to compensate. You can't have your cake and eat it too, no one should (IDK why CCP is letting the TAR scrubs eat it). I really think that the heavy is best off in CQC areas where there is no escaping them despite the fact that they move slower than tectonic plates (which they are much faster than currently and shouldn't be). Also, I never said it should only be used once every 5 matches, it should be used every match, it is just that you're obviously not seeing the situations which are conducive to having a 2500 EHP (roughly where I think they should be) dropsuit with an HMG at. It should take an entire squad to take down a heavy, though they should be slow enough that they shouldn't be a viable sole composition for a squad. Personally, I think it would be cool if we had an option for heavies to "Anchor" similar to POS guns/mods in Eve. Make it so that they are immobile, though they get increases to their turn speed. As it is now, scrubs still run around in Heavies like they are Assault suits, they shouldn't even have that thought due to the ridiculously slow speed. Buff Heavy EHP, Nerf Heavy Speed.
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
38
|
Posted - 2013.05.26 04:49:00 -
[25] - Quote
^^ O.O OH GOD NO... IT"S HAPPENING!! THE PYRAMID QUOTING HAS BEGUN!!! |
D legendary hero
One-Armed Bandits Unclaimed.
6
|
Posted - 2013.05.26 05:02:00 -
[26] - Quote
1. heavies should have thier run speed increased by about 15% to actually be able to participate in the game and support their team.
2. heavies should have 500shield and 500 armor
3. heavies armor and shields should by passively resistant by 30% (basic. it should be given) to small arms and grenades. with the ability that it can be increased by 2% to a max of 10% (or total 40%) resistance per skill lvl. (head shots do not receive this bonus)
the regular exile assault rifle does 31hp at 750 rpm for a 387.5dps, and a total 1860 per clip. with the base -30% to small arms and grenade damage received, that dps becomes 271.25pds and a total of 1302 per clip to a heavy. so in one clip a heavy can still be killed. however, this is assuming that the AR wielder is not missing any shots. if you as a heavy effectively take cover -OR- are shooting at the same time and not missing you will kill them in a one v one situation.
heavies are designed to win 1v1 encounters and to defend squads from being over run with suppressive fire.
these buffs are meant to balance the slow run speed, slow turning speed (this shouldn't change), the high skill point cost (you cnt just be a heavy and something else, you have to invest tons of sp into it), the lack of additional high power and low power slots, ease of heads-hots (slow target easier head shots), the long reload time, susceptibility to snipers and vehicles (vehicles should do the same damage to heavies as they dont fire small arms)
this will lead to a more dynamic gameplay as heavies will be able to both defend their squads from being over run, and push forward toward an objective.
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D legendary hero
One-Armed Bandits Unclaimed.
6
|
Posted - 2013.05.26 05:07:00 -
[27] - Quote
Ecshon Autorez wrote:^^ O.O OH GOD NO... IT"S HAPPENING!! THE PYRAMID QUOTING HAS BEGUN!!!
i made a mistake and tried to delete it but it wont let me
since regular grenades do 500 damage, the -30% will make them do 350hp and flux grenades will do instead of 1200hp to shields 850hp. as you can see they still are effective, just not super effective. making for competative gameplay |
Geirskoegul
Soul-Strike
152
|
Posted - 2013.05.26 05:23:00 -
[28] - Quote
Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine. |
D legendary hero
One-Armed Bandits Unclaimed.
7
|
Posted - 2013.05.26 05:48:00 -
[29] - Quote
Geirskoegul wrote:Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine.
and this is where things go wrong. the sniper yes should kill heavies who are in the open, in fact the is the point to a sniper and a shotgun to be anit heavy. therefore not OP. the movement speed is slow. if we had things your way the heavy wouldnt be able to do anything but corner camp all day or just be a nuetral turret. hvy is moving to fast for you? learn to aim, this aint call-of-duty bro. one lav can run over 3 heavies in a row if thier fast enough or at full speed. an hav would pwn them to. this buff is to prevent scouts with smg from run circles around you, or assuat rifles from pulverizing me as if i were wearing scout armor. a team of heavies you'v gotta be joking? you send in one nova knifer and with our high sig, and horrible scanners he'd kill all if not most of us before we realize whats going on. a squad of heavies cnt carry drop uplinks. no uplinks means we have to spawn really far away anytime we die. nice try
use cover? how can i use cover when i'm not fast enough to even peek my head out? assualters can vault my cover shoot me and run away before i can retaliate because my turn speed is so slow. people can play keep away forever and recover thier shields faster than a heavy. shield tankers can charge directly at a heavy and take them out without tactics?
work as a team? the heavy cant keep up with a team, let alone support them. you just get stuck at "point defense" and again if you cant offend, how can you defend the same territory? it is illogical. the team should NOT have to form its strategy around the heavy, it should form it around the objectives.
snipers are just fine and a buff like this wont affect good snipers. because headshots will still have their bonus. i am a hvy but if im in open space, i deserve the bullets. i just dnt like being killed in the 10% of the map im supposed to excel in.
you snipers get 80% of the map to sniper from. as a hvy w/hmg i get a mere 10% thats shared with everyone else. |
Chinduko
KILL-EM-QUICK RISE of LEGION
115
|
Posted - 2013.05.26 06:15:00 -
[30] - Quote
Geirskoegul wrote:Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine.
I'm not sure what your first paragraph actually meant. It didn't seem to be relevant to the OP's original post.
With your second paragraph; if moving at a turtle's pace is too fast, then the heavy may very well move too fast. The EHP of 1336k which is the Prototype Sentinal suit capability without passive skills. This would be fine on any heavy if medium suits were not also capable of having 1k EHP which the basic prototype suits are near. The logistics suits are capable of having over 1k ehp Medium suits because they get a lot of high and low slots for def of dmg mods. This means that the sentinel prototype can only absorb approximately 10 more bullets from an assault rifle. This makes the heavy's EHP ineffective when it only takes around 10 more AR bullets to do run out of health.
As for your third paragraph; I'll think you'll find that people have learned to fit their heavy suit and that's why they understand that it is a weak suit in comparison.
By the way, if it takes you more than two mags to kill anyone with a sniper rifle, you should learn to fit your suit, cause damn...
Why did the heavy cross the road? Because he knew Geirskoegul sucks at sniping. Is the heavy too fast for ya keep up with? Are you aiming at heads or the ground behind the heavy? These bullets aren't lock on. You actually have to aim |
|
D legendary hero
One-Armed Bandits Unclaimed.
9
|
Posted - 2013.05.26 14:40:00 -
[31] - Quote
Chinduko wrote:Geirskoegul wrote:Every single whinge here seems to boil down to a need to learn how to fit your damn heavy suit.
Heavy shoukd take a squad to take doen, but not be a good idea for a whole squad of just heavies? Short of limiting them to sidearms-only that would be impossible, you'd be a moving wall capable of simply steamrolling through anything short of a HAV and making a wall around the objective.
Movement speed is fine as-is, bordering on a bit fast. EHP is also perfectly fine if you have any clue how to fit your suit (even the meta 0 variants have just shy of 1k EHP before skills and mods) and learn to play (this is not Call of Halo, learn to utilize cover and stop standing around in open fields; if you don't, I will happily plink away the two+ mags it takes my sniper rifle to kill you).
The heavy is fine, the PEBCAK. Learn to fit your suit, learn to play Dust, and learn to work as a team instead of flailing about for a solo pwn-machine. I'm not sure what your first paragraph actually meant. It didn't seem to be relevant to the OP's original post. With your second paragraph; if moving at a turtle's pace is too fast, then the heavy may very well move too fast. The EHP of 1336k is what the Prototype Sentinal suit capability without passive skills. This would be fine on any heavy if medium suits were not also capable of having 1k EHP which the basic prototype suits are near. The logistics suits are capable of having over 1k ehp because they get a lot of high and low slots for def of dmg mods. This means that the sentinel prototype can only absorb approximately 10 more bullets from an assault rifle compared to a full defended medium suit. This makes the heavy's EHP ineffective when it only takes around 10 more AR bullets to do run out of health. As for your third paragraph; I'll think you'll find that people have learned to fit their heavy suit and that's why they understand that it is a weak suit in comparison. By the way, if it takes you more than two mags to kill anyone with a sniper rifle, you should learn to fit your suit, cause damn... Why did the heavy cross the road? Because he knew Geirskoegul sucks at sniping. Is the heavy too fast for ya keep up with? Are you aiming at heads or the ground behind the heavy? These bullets aren't lock on. You actually have to aim
^^precisely
|
Meeko Fent
Mercenary incorperated
23
|
Posted - 2013.05.26 17:06:00 -
[32] - Quote
Alaika Arbosa wrote: I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more.
I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump.
EHP of a Mil TANK? Maybe a fair bit lower but, a good 1.5, 2 times the Assualts or Logis EHP. Just saying this because if you whip out your 60,000 isk Proto Heavy and wreck my 200,000 Mil tank, there is a slight issue. And no infantry should be slower then the Heavy is right now. Infantry are supposed to be AHEAD of the tanks. Not Behind them. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
218
|
Posted - 2013.05.26 17:06:00 -
[33] - Quote
1. No, Heavies should have their movement nerfed to a point where (when sprinting) they are moving as fast as they do now while not sprinting. I don't see why they couldn't have their Stamina boosted though.
2. IMHO, Heavies should have between 1000-1500 Armor and shields depending on racial variant. Though all variants should be at the same total (roughly 2500 Raw HP).
3. I think that giving heavies passive resists to small arms fire is a good thing, though again I think that it should be flavored for their racial variant. Make it split so that one is stronger than the other, for example, maybe the Caldari Heavy could have 40% passive resists for Shields and 20% for Armor while the Amarr would have 20% for Shields and 40% for Armor.
Yes, I will agree that Heavies are designed to win 1v1 vs anything aside from another Heavy, an Installation or a HAV. I also think that a Heavy should be able to stand up to LAVs better than they currently can. Heavies are intended to be massive semi-mobile mounds of Armor and Shield generators, you don't strap all of that equipment to you and expect to move with any semblance of fluidity. By handing them 1v1's you need to make sure that there are sufficient drawbacks so that no-talent scrubs don't see it as a viable "I can run around and pwn everyone since I R L337 PWNZ0R!!!1!!!ONE!!!ELEVEN!!!!!"-suit. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
219
|
Posted - 2013.05.26 17:11:00 -
[34] - Quote
Meeko Fent wrote:Alaika Arbosa wrote: I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more.
I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump.
EHP of a Mil TANK? Maybe a fair bit lower but, a good 1.5, 2 times the Assualts or Logis EHP. Just saying this because if you whip out your 60,000 isk Proto Heavy and wreck my 200,000 Mil tank, there is a slight issue. And no infantry should be slower then the Heavy is right now. Infantry are supposed to be AHEAD of the tanks. Not Behind them.
IMHO, Heavies should be the bridge between Dropsuits and MTACs, having the EHP of a MLT HAV wouldn't be a bad thing.
In regards to Infantry being ahead of the tanks, I agree, though I don't see Heavies as being a part of that group ahead of the tank spearheading the assault on the next objective. The Heavies (with a support logi) should be posted up at held objectives murdering anything red that shows up to hack the objective. |
Geirskoegul
Soul-Strike
152
|
Posted - 2013.05.26 17:12:00 -
[35] - Quote
Alaika Arbosa wrote:1. No, Heavies should have their movement nerfed to a point where (when sprinting) they are moving as fast as they do now while not sprinting. I don't see why they couldn't have their Stamina boosted though.
2. IMHO, Heavies should have between 1000-1500 Armor and shields depending on racial variant. Though all variants should be at the same total (roughly 2500 Raw HP).
3. I think that giving heavies passive resists to small arms fire is a good thing, though again I think that it should be flavored for their racial variant. Make it split so that one is stronger than the other, for example, maybe the Caldari Heavy could have 40% passive resists for Shields and 20% for Armor while the Amarr would have 20% for Shields and 40% for Armor.
Yes, I will agree that Heavies are designed to win 1v1 vs anything aside from another Heavy, an Installation or a HAV. I also think that a Heavy should be able to stand up to LAVs better than they currently can. Heavies are intended to be massive semi-mobile mounds of Armor and Shield generators, you don't strap all of that equipment to you and expect to move with any semblance of fluidity. By handing them 1v1's you need to make sure that there are sufficient drawbacks so that no-talent scrubs don't see it as a viable "I can run around and pwn everyone since I R L337 PWNZ0R!!!1!!!ONE!!!ELEVEN!!!!!"-suit. First reasonable post in the thread. Even as they stand now, though, 3 heavies, two logis, and an assault can roflstomp near anything. As far staying with the squad: you stay with the slowest member, not the other way around. It's not the heavy's job to stay with the squad, it's the squad's job not to leave the heavy in the dust where he can't help them and they can't help him. Learn to ******* play a tactical game, get over your Call of Halo habits. |
Scheneighnay McBob
Bojo's School of the Trades
1349
|
Posted - 2013.05.26 17:20:00 -
[36] - Quote
Sounds like someone ran into my winmatar scout's knives and flaylock. |
drake sadani
Tacti-corp
48
|
Posted - 2013.05.26 18:36:00 -
[37] - Quote
D legendary hero wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! making us slower would make us a terret
ARE YOU STUPID
i said it's a mode that you can activate .
IT'S YOUR CHOICE TO ACTIVATE IT READ THE WHOLE THING IT'S OPTIONAL
so when you wander into a CORNER and 3 proto logi's ARE CHASING YOU . you can actually fight them in CQB and not die LIKE A HEAVY SHOULD
at least with skill .
but in a open field the enemy can kill you because you are pain turtle then |
Mobius Wyvern
BetaMax. CRONOS.
1633
|
Posted - 2013.05.26 20:15:00 -
[38] - Quote
Den-tredje Baron wrote:Quote:SENTINELS Overall bonus 2% bonus per level to resistance against small arms fire. ^^ haven't seen new redo of skill tree but CCP do above ^^ I'm in favor of this.
You don't want to give the entire Heavy class some big bonus on top of their high hitpoints that results in them getting nerfed again. A bonus like that is just the ticket. |
Arcturis Vanguard
Militaires-Sans-Frontieres
17
|
Posted - 2013.05.26 22:24:00 -
[39] - Quote
I'm beginning to think that most of you heavy users are terrible. The heavy does not need to be slowed down any more then it already is. I refuse to skill into the sentinel class because the reduction to feedback damage is a complete waste as no heavy weapon causes this. I really like the idea of the resistance to small arms fire as the bonus for the sentinel.
So with the prototype basic suit and three complex plates I move at 2.99 km/s and Sprint 3.4 or something like that. That is slow enough. Honestly too slow, but whatever, it is what it is. It's only pulled out with proto reps behind me. Can tank a ton of damage that way.
I can kill just fine with my HMG and usually have a high kdr. Learn to play the heavy the right way.
As the description indicates, the heavy should have some sort of base resistance against small arms fire which feels non existent if CCP has implemented into the stats. Would be interesting to see gameplay strategy with that implemented. |
D legendary hero
One-Armed Bandits Unclaimed.
15
|
Posted - 2013.05.26 22:41:00 -
[40] - Quote
everyone stop talking about slowing down the heavy. if you cant hit the heavy now, then you cant ******* shoot. i play heavy, but i can hit them with a militia sniper and do massive damage, because their slow. the heavy should run faster than it is now.
NO! I AM NOT SAYING THE HEAVY SHOULD BE AS FAST AS AN ASSAULT, A LOGI, OR SCOUT!
BUT THE HEAVY SHOULD BE FAST ENOUGH TO BE ABLE TO PARTICIPATE IN THE GAME. If my entire squad is running to an objective, i should be behind them (if they all stop at the objective while i catch up) by no more than 6 seconds.
a logi, and a scout should still be fast enough to circle me (because my turning speed will still be just as slow as it is now anyway). shotgunners will still be able to do damge to me. and snipers from a far will still see me moving in slow motion. but at least i can keep up with the team, move to key position in time to engage enemies, and help push the frontline forward (after i get there).
I mean really, a heavy is bad a point defense, because his scanners are crap, and my sig is so hgh everyone can see me. if the one guy that does eventually come at the end of the match is any good, he'll chuck a flux and start shooting me before i can turn or runway and im gone. plus, seriously? i've fought assualts that get in a 1v1 no cover fiefight with me get their shields stript and then runn away so fast my bulets cant hit them anymore. are you on crack? |
|
iLLMaTiC619
KiLo.
68
|
Posted - 2013.05.26 23:02:00 -
[41] - Quote
D legendary hero wrote:in the description it says the heavy suit is supposed to be resistant to small arms fire and small explosives. making the shields and armor take 30% less damage (expect headshots which get the full bonus) would make that phrase true and help further accomplish CCP's vision of the heavy becoming a miniature tank for squad protection.
making the heavy harder to kill and more effective will force players to fight tactically against them using flux grenades, and different weaponry.
I thought was supposed to happen when you use the sentinel suits and proto suits but they fooled us heavies once again |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.26 23:24:00 -
[42] - Quote
D legendary hero wrote:everyone stop talking about slowing down the heavy. if you cant hit the heavy now, then you cant ******* shoot. i play heavy, but i can hit them with a militia sniper and do massive damage, because their slow. the heavy should run faster than it is now.
NO! I AM NOT SAYING THE HEAVY SHOULD BE AS FAST AS AN ASSAULT, A LOGI, OR SCOUT!
I think the heavy should be slower, not because I can't shoot them, because I've watched "l337" fuckwits running around with them as the vanguard of their squad. This should not happen.
D legendary hero wrote:BUT THE HEAVY SHOULD BE FAST ENOUGH TO BE ABLE TO PARTICIPATE IN THE GAME. If my entire squad is running to an objective, i should be behind them (if they all stop at the objective while i catch up) by no more than 6 seconds.
a logi, and a scout should still be fast enough to circle me (because my turning speed will still be just as slow as it is now anyway). shotgunners will still be able to do damge to me. and snipers from a far will still see me moving in slow motion. but at least i can keep up with the team, move to key position in time to engage enemies, and help push the frontline forward (after i get there).
If you use them as point defense, they'd have more than enough speed (even with the nerfed speed) to be effective in their role. Stay in areas that are enclosed and CQC-friendly and watch kills rack up. Heavies are Heavies, not really bulky Assaults.
D legendary hero wrote:I mean really, a heavy is bad a point defense, because his scanners are crap, and my sig is so hgh everyone can see me. if the one guy that does eventually come at the end of the match is any good, he'll chuck a flux and start shooting me before i can turn or runway and im gone. plus, seriously? i've fought assualts that get in a 1v1 no cover fiefight with me get their shields stript and then runn away so fast my bulets cant hit them anymore. are you on crack?
Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
|
Posted - 2013.05.26 23:46:00 -
[43] - Quote
Alaika Arbosa wrote:Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. I wouldn't carry an active scanner, I'd just level up my skills that increase precision and radius. Maybe put on some modules that help out. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.27 00:11:00 -
[44] - Quote
Ecshon Autorez wrote:Alaika Arbosa wrote:Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. I wouldn't carry an active scanner, I'd just level up my skills that increase precision and radius. Maybe put on some modules that help out. ^^this would work too. |
D legendary hero
One-Armed Bandits Unclaimed.
15
|
Posted - 2013.05.27 06:55:00 -
[45] - Quote
i think everyone is confuse between what a "role" is and what a "eficacy" is. a "role" is something set in stone that cannot very and is meant to be. CCP doesn't believe in roles which is why when you create a new character now you dnt get you skill points automatically put places.
an "eficacy" is basically being able to do something more efficeintly (normally in comparison to something else). NO CLASS HAS ROLES!
a scout suit is more effective at sniping, and using nova knives and shotguns than a logi or assault. but the latter can do the same. similarly, i've seen people in logistics suits take out assualts, and heavies. just beacue the suit name is assault that doesnt mean the assault suit cnt carry drop uplinks or nano hives, or even an armor repair unit!
similarly, the heavy, IS NOT JUST POINT DEFENSE AND CQC! I have used it in chromosome and uprising in a sqaud defense role (with great great dificulty), area denial/suppression, and in a point defense role, and in a frontine role. Assaults may be more efficeint on the frontlines but heavies can make a difference when assualting a position.
besides, the logical question still holds. If a heavy can not attack a position, how can he defend the very same position? it is illogical.
point defense, and cqc are actually better for nova knives, shotguns, and mass drives. heavies are mainly for team support and frontline action. heavies can enhance the defensive capabilities of nova knives, shotguns and mass driver users, but is not more efecient at cqc than them.
Assaults are the most versitile class (or logi its debatable). they can attack, ok, defend ok, snipe ok, do anti-armor ok. they are balanced. but heavies do area denial/suppression, squad defense and frontline support |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
223
|
Posted - 2013.05.27 15:27:00 -
[46] - Quote
Someone really wants a bulky Assault suit. I am willing to be you're one of the guys that run around in a Heavy with a GLU. As of right now, we have only two Heavy weapons and only heavies can fit them.
Forge Gun: The anti-material SR of Dust. HMG: CQC handheld belt-fed chaingun of doom.
Your team will have the most "efficacy" if you're using the weapons that only you can use (detailed above) which would indicate that you are best off killing enemy installations/vehicles from a good vantage point with the Forge Gun or defending CQC areas near objectives by belt feeding death to reddots.
Stop trying to paint the Heavy as a bulky Assault suit. |
D legendary hero
One-Armed Bandits Unclaimed.
18
|
Posted - 2013.05.27 15:44:00 -
[47] - Quote
Alaika Arbosa wrote:Someone really wants a bulky Assault suit. I am willing to be you're one of the guys that run around in a Heavy with a GLU. As of right now, we have only two Heavy weapons and only heavies can fit them.
Forge Gun: The anti-material SR of Dust. HMG: CQC handheld belt-fed chaingun of doom.
Your team will have the most "efficacy" if you're using the weapons that only you can use (detailed above) which would indicate that you are best off killing enemy installations/vehicles from a good vantage point with the Forge Gun or defending CQC areas near objectives by belt feeding death to reddots.
Stop trying to paint the Heavy as a bulky Assault suit.
you really have never played heavy have you? just read the posts above and you'll understand. infact, if you 700,000sp laying around get your weaponry to level 5. then get youself a basic HMG. use a militia heavy suit and try it out. tell me how effective you are.
really the only usable heavy weapon is the forge gun, and even at that you need a lot of sp. |
D legendary hero
One-Armed Bandits Unclaimed.
18
|
Posted - 2013.05.27 15:55:00 -
[48] - Quote
im tired of assaults posting on a heavy thread. assaults want heavies to be nerfed because heavies will stop all the AR bs we see right now if the heavy where balanced. anyone saying the heavy needs to be slower, or that it was better when damage was low, or the heavy is a CQC weapon, are AR users that don't want anyone to stop them.
CQC is for nova knives, shotguns, pistols, SMGs, flaylock pistols; mid range is HMG, mass driver, lazer (but no one uses it because of the nerf), and AR;
notice n CQC all those weapons deal high damage and the suits used with them are fast and have high turn speed. heavies dnt have high turn speed. and since AR users use suits that are more agile, in CQC they own heavies (because of the heavy nerf. it used to be different in chromosome) |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
224
|
Posted - 2013.05.27 15:57:00 -
[49] - Quote
Yes, as a matter of fact, I have played as a heavy with an HMG (didn't do too badly either, I's smart, I stayed in CQC areas).
Heavies aren't meant to be effective at running around spearheading assaults (otherwise they'd be called Assault suits).
Heavies are meant to be effective at taking down enemy Installations and Vehicles as well as CQC point defense.
Stop grasping at straws, it isn't very becoming for you. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 16:27:00 -
[50] - Quote
D legendary hero wrote:everyone stop talking about slowing down the heavy. if you cant hit the heavy now, then you cant ******* shoot. i play heavy, but i can hit them with a militia sniper and do massive damage, because their slow. the heavy should run faster than it is now.
NO! I AM NOT SAYING THE HEAVY SHOULD BE AS FAST AS AN ASSAULT, A LOGI, OR SCOUT!
BUT THE HEAVY SHOULD BE FAST ENOUGH TO BE ABLE TO PARTICIPATE IN THE GAME. If my entire squad is running to an objective, i should be behind them (if they all stop at the objective while i catch up) by no more than 6 seconds.
a logi, and a scout should still be fast enough to circle me (because my turning speed will still be just as slow as it is now anyway). shotgunners will still be able to do damge to me. and snipers from a far will still see me moving in slow motion. but at least i can keep up with the team, move to key position in time to engage enemies, and help push the frontline forward (after i get there).
I mean really, a heavy is bad a point defense, because his scanners are crap, and my sig is so hgh everyone can see me. if the one guy that does eventually come at the end of the match is any good, he'll chuck a flux and start shooting me before i can turn or runway and im gone. plus, seriously? i've fought assualts that get in a 1v1 no cover fiefight with me get their shields stript and then runn away so fast my bulets cant hit them anymore. are you on crack?
I agree 99% with this. The only thing I would change is to give the Heavy faster turning speed. Faster turning speed is completely necessary to be the CQC Powerhouse that CCP intends. As it stands now WE cannot track the slowest Assault or Logi within 15 meters. I have trouble keeping the faster Assaults/Scouts visible in my screen let alone in my target reticule.
Many times like you stated I can take them down to near dead, and they bunny hop around cover and recharge their shields; effectively using the CQC area I'm supposed to dominate against me. |
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:02:00 -
[51] - Quote
@Jaraiya
How would something like this sound?
Nerf Movement speed by enough to make sprinting as fast as walking currently is
Buff Raw HP Buff Resist vs Small Arms Buff Turning speed by double or so
Buff HMG Damage by 10% or so (keep optimal at 10-15m)
I don't think that would make them OP, though it would make CQC beasts (which they should be). |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:07:00 -
[52] - Quote
Alaika Arbosa wrote:@Jaraiya
How would something like this sound?
Nerf Movement speed by enough to make sprinting as fast as walking currently is
Buff Raw HP Buff Resist vs Small Arms Buff Turning speed by double or so
Buff HMG Damage by 10% or so (keep optimal at 10-15m)
I don't think that would make them OP, though it would make CQC beasts (which they should be).
You can't take away any more of our movement speed. As it stands now it is to easy for the other classes to escape us by simply running away. Nerfing our movement speed would gimp us.
That said, I already posted what I think needs to happen with the HMG to make it more viable. check my earlier post.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:11:00 -
[53] - Quote
@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:33:00 -
[54] - Quote
Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way.
How would a heavy earn WP if all he does is camp a hacked objective and make would be attackers flee but not kill them? It is Illogical! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:42:00 -
[55] - Quote
Master Jaraiya wrote:Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way. How would a heavy earn WP if all he does is camp a hacked objective and make would be attackers flee but not kill them? It is Illogical!
I agree that we need more ways to generate WP, I would also suggest that your team not have just a single heavy defending that objective, one gets the assist, one gets the kill. |
Master Jaraiya
Ultramarine Corp
110
|
Posted - 2013.05.27 17:45:00 -
[56] - Quote
Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way.
Here is an Idea, instead of completely restricting Heavies to the nearly useless and completely boring playstyle of "point defense"
give logis the ability to deploy unmanned HMG turrets at objectives.
Give heavies a bit more speed and HP, and add the changes to the HMG that I suggested earlier under category (a) to be able to be somewhat more useful in combat. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 17:52:00 -
[57] - Quote
Master Jaraiya wrote:Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way. Here is an Idea, instead of completely restricting Heavies to the nearly useless and completely boring playstyle of "point defense" give logis the ability to deploy unmanned HMG turrets at objectives. Give heavies a bit more speed and HP, and add the changes to the HMG that I suggested earlier under category (a) to be able to be somewhat more useful in combat.
So, you're saying that you don't like having your objectives stay held? That is what I am hearing when you say "nearly useless".
Also, your assessment of the "point defense" playstyle as being "completely boring" is 100% subjective. I happen to like "point defense" (though I also like my teams objectives staying blue).
I have to agree, that I would like small turrets back, though if they were unmanned HMGs what would be the point of the Heavy then?
Am I the only one who doesn't want the Heavy suit to be relegated to the Crutch-specialized Assault Suit? |
Arcturis Vanguard
Militaires-Sans-Frontieres
23
|
Posted - 2013.05.27 18:11:00 -
[58] - Quote
Alaika, your ridiculous. The heavy DOES NOT need to be slower. Drop that thought and move on.
A slight bump to turning speed would be nice but not necessary. Having a passive skill to reduce damage against small arms fire would be nice for the current build of the heavy. Starting off with 20-25% max skill would be a great place to start and the adjust when needed if it becomes too powerful. A fully plated heavy cannot move as is, so with the reduction of damage would allow said heavy to compete with multiple tangos firing on the heavy or that pesky scout with the shotgun that managed to get behind and Sprint staffing circles. Would be a nice addition to the sentinel class.
Also quit saying that a heavy shouldnt wield anything but heavy weapons. The commando class that will be coming out soon tm will be a quicker version of the heavy with two light weapon slots. A heavy can be anywhere and do whatever they want as long as they know their strength and weaknesses.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 18:15:00 -
[59] - Quote
@Arcturis
HEAVIES NEED TO BE SLOWER AND SHOULD BE RESTRICTED TO HEAVY WEAPONS AND SIDEARMS.
Also, I'd watch what you say, CCP might warn you for personal attacks. |
Vermaak Doe
SVER True Blood Unclaimed.
759
|
Posted - 2013.05.27 18:20:00 -
[60] - Quote
That's what YOU think should happen to heavies, which don't need anymore drawbacks than they already have. And losing an equipment slot since the beginning is already a crippling handicap. |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 18:23:00 -
[61] - Quote
Apparently not crippling enough otherwise I wouldn't still see entire squads of Heavies running around like they were Assaults. |
Arcturis Vanguard
Militaires-Sans-Frontieres
23
|
Posted - 2013.05.27 18:23:00 -
[62] - Quote
Saying your ridiculous is not a threat nor is it offensive. It's a statement.
You are obviously clueless when it comes to this class. Take a basic proto and slap complex plates on the low-end, all of them. Go out and fight with said suit and tell me they need to be slower. I can only image 4 complex plates with the proto sentinel moving speed. Turning rate would be even slower. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 18:30:00 -
[63] - Quote
I ran Heavy/Logi in Chromosome, your declaration of my "obvious cluelessness" is purely opinion.
Heavies are supposed to be Heavies (a dropsuit class all their own), not the crutch-specialized Assault suit.
Also, your statement that calling me ridiculous isn't offensive is also opinion. I could very well be offended by that (not saying that I am or am not), though someone else could also feel that it is offensive. Therefore, your statement is subjective. |
Vermaak Doe
SVER True Blood Unclaimed.
759
|
Posted - 2013.05.27 18:38:00 -
[64] - Quote
Alaika Arbosa wrote:Apparently not crippling enough otherwise I wouldn't still see entire squads of Heavies running around like they were Assaults. You see the same for scouts, no suit is ever going to used for what it's meant only. |
Master Jaraiya
Ultramarine Corp
111
|
Posted - 2013.05.27 18:44:00 -
[65] - Quote
Alaika Arbosa wrote:Master Jaraiya wrote:Alaika Arbosa wrote:@Jaraiya
If point defense is the intended effective deployment of Heavies, they don't need the speed. You wouldn't need to kill them in order to defend your point, making them run away is also point defense. Besides HMG getting a buff to damage would make TTK drop for heavies.
Area Denial through murder or fear generation works just as well either way. Here is an Idea, instead of completely restricting Heavies to the nearly useless and completely boring playstyle of "point defense" give logis the ability to deploy unmanned HMG turrets at objectives. Give heavies a bit more speed and HP, and add the changes to the HMG that I suggested earlier under category (a) to be able to be somewhat more useful in combat. So, you're saying that you don't like having your objectives stay held? That is what I am hearing when you say "nearly useless". Also, your assessment of the "point defense" playstyle as being "completely boring" is 100% subjective. I happen to like "point defense" (though I also like my teams objectives staying blue). I have to agree, that I would like small turrets back, though if they were unmanned HMGs what would be the point of the Heavy then? Am I the only one who doesn't want the Heavy suit to be relegated to the Crutch-specialized Assault Suit?
LOL at this post!
the only time the role of "point defense" for a heavy is viable is the 3 point map(even here it is only rarely)! On 5 point maps I have sat for literally a third of the match at an objective to defend it, but nothing ever happened!
A full squad can go from one objective to an objective being contested, kill enemy forces, and take back the objective more efficiently than a heavy could stay behind to defend it.
Most squads stay together, so if a heavy stays behind it is usually by themselves. Then, the zerging enemy suads rush in and easily overwhelm said heavy in numbers and CQC manueverability, and take the objective.
So tell me, in which one of those scenarios which occur in 99% of matches does the heavy as "point defense" seem useful or exciting to play?
I would much rather keep pace with my squad, to defend them by laying down suppressive fire on enemies, allowing my squad to perform flanking maneuvers. Then when Enemies are dealt with, I could hold them off as they respawn while my squad hacks the objectives and installations.
Which playstyle seems more useful and exciting to you? |
Arcturis Vanguard
Militaires-Sans-Frontieres
24
|
Posted - 2013.05.27 18:46:00 -
[66] - Quote
Alaika Arbosa wrote:I ran Heavy/Logi in Chromosome, your declaration of my "obvious cluelessness" is purely opinion.
Heavies are supposed to be Heavies (a dropsuit class all their own), not the crutch-specialized Assault suit.
Also, your statement that calling me ridiculous isn't offensive is also opinion. I could very well be offended by that (not saying that I am or am not), though someone else could also feel that it is offensive. Therefore, your statement is subjective.
Chromosome is dead. Referring to last build and making a judgement call on the speed of a suit suit for this build is irrelevant. Like I said slap on plates and play in this current build. It's slow enough and doesn't need to be slower.
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
225
|
Posted - 2013.05.27 19:04:00 -
[67] - Quote
Master Jaraiya wrote:Alaika Arbosa wrote:
So, you're saying that you don't like having your objectives stay held? That is what I am hearing when you say "nearly useless".
Also, your assessment of the "point defense" playstyle as being "completely boring" is 100% subjective. I happen to like "point defense" (though I also like my teams objectives staying blue).
I have to agree, that I would like small turrets back, though if they were unmanned HMGs what would be the point of the Heavy then?
Am I the only one who doesn't want the Heavy suit to be relegated to the Crutch-specialized Assault Suit?
LOL at this post! the only time the role of "point defense" for a heavy is viable is the 3 point map(even here it is only rarely)! On 5 point maps I have sat for literally a third of the match at an objective to defend it, but nothing ever happened! A full squad can go from one objective to an objective being contested, kill enemy forces, and take back the objective more efficiently than a heavy could stay behind to defend it. Most squads stay together, so if a heavy stays behind it is usually by themselves. Then, the zerging enemy suads rush in and easily overwhelm said heavy in numbers and CQC manueverability, and take the objective. So tell me, in which one of those scenarios which occur in 99% of matches does the heavy as "point defense" seem useful or exciting to play? I would much rather keep pace with my squad, to defend them by laying down suppressive fire on enemies, allowing my squad to perform flanking maneuvers. Then when Enemies are dealt with, I could hold them off as they respawn while my squad hacks the objectives and installations. Which playstyle seems more useful and exciting to you?
I agree, currently using a Heavy for point defense is a no-go, though using an appropriately buffed Heavy with an appropriately buffed HMG to murder every sucker that comes to take my objective sounds like a useful and exciting playstyle to me.
IMHO, Heavies are vastly underpowered, though they need to be balanced so that the buffs I (and others) have suggested don't make them vastly overpowered.
@Arcturis Did they reduce the speed of Heavies between Chromosome and Uprising? If not, my experience is valid. |
D legendary hero
One-Armed Bandits Unclaimed.
21
|
Posted - 2013.05.27 19:24:00 -
[68] - Quote
http://en.wikipedia.org/wiki/Light_machine_gun
wikipedia article stating basically what the heavies role in the squad is in real life. and its effectiveness.
"A light machine gun (LMG) is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry support weapon. Light machine guns are often used as squad automatic weapons.
A light machine gun is also defined by its usage as well as its specifications: some machine guns - notably general-purpose machine guns - may be deployed either as a light machine gun or a medium machine gun. Deployed on a tripod and used for sustained-fire it is a medium machine gun; if deployed with a bipod with the operator in prone position and firing short bursts it is a light machine gun.
Light machine guns are also designed to be fired from the hip or on the move as a form of suppressive fire intended to pin down the enemy. Marching fire is a specific tactic that relies on this capability.
Light machine guns were first introduced in World War I to boost the firepower of the infantry. By the end of World War II, light machine guns were usually being issued on a scale of one per fire team or squad, and the modern infantry squad had emerged with tactics that were built around the use of the LMG to provide suppressive fire.
http://en.wikipedia.org/wiki/Squad_automatic_weapon
A squad automatic weapon (SAW, also known as section automatic weapon or light support weapon) is a weapon used to give infantry squads or sections a portable source of automatic firepower. Weapons used in this role are selective fire rifles, usually fitted with a bipod and heavier barrel to perform as light machine guns. SAWs usually fire the same cartridge as the assault rifles or battle rifles carried by other members of the unit. This reduces logistical requirements by making it necessary to supply only one type of ammunition to a unit."
Lighter modern LMGs have enabled them to be issued down at the fireteam level, with two or three at the section/squad level.
imagine if HMGs had the same damage oper bulet as the TAC? or even the EXILE AR?! and yet in real life they do! this is the purpose of the HMG. and just to clarify. this is future tech. so instead of using an lmg the heavy with his advanced armor can carry an HMG. just like the shotgunner using the brace on the gun to stop it from breaking his arm off. long story short. the articles mention NOTHING ABOUT POINT DEFENSE!!!
ITS A SQUAD AUTOMATIC WEAPON DESIGNED FOR SUPPRESSIVE FIRE AND MOVING THE FRONTLINE FORWARD. PERIOD. IF YOU DNT WANNA BELIEVE IT TELL IT TO THE MARINES! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
228
|
Posted - 2013.05.27 20:52:00 -
[69] - Quote
You're missing something though, we don't have LMGs in Dust, we have HMGs in Dust.
https://en.wikipedia.org/wiki/Heavy_machine_gun
Let'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. |
low genius
The Sound Of Freedom Renegade Alliance
101
|
Posted - 2013.05.27 22:14:00 -
[70] - 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.
it needs something, but that's a huge percentage.
here's my issue: if i point my ar at a suit within optimal, i get 110% against armour and against shields, why don't i get those kinds of numbers when i'm looking down my hmg scope?
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
41
|
Posted - 2013.05.27 22:18:00 -
[71] - Quote
-_-" This thread has nothing to do with heavy weapons, it only has to do with the suit itself. After all: Vermaak Doe wrote:no suit is ever going to used for what it's meant only. To get back on topic, giving heavies a shield and armor hardener buff is a good idea. It gives them a proper counter to these skills:
(insert weapon name here) proficiency wrote:+3% to _______ damage per level As well as it just simply makes sense for a bullet sponge to be able to soak up damage better.
That being said, I do think that 30% is a bit high, I think 20% (at max level) would be enough. (Keep in mind, at some point we will probably see armor and shield hardener modules for infantry.) That way when being shot by someone with proficiency maxed, it would negate the effects of the skill and give you a 5% damage decrease.
damage reduction chart:
Duvolle AR
- base damage: 37.4
- Damage with maxed skills: 43.01
Heavy suit
- base damage reduction (no skills): 0% damage taken: (see above)
- Maxed damage reduction: 20% damage taken:
- Duvolle AR base damage: 29.92
- Duvolle AR with maxed skills: *34.408
*(would they round that up to 34.41 or leave as is?)
|
Nariec
Carbon 7
29
|
Posted - 2013.05.27 22:42:00 -
[72] - Quote
I run a Caldari Proto Assault using TAR. The easiest suits I can kill are the Amar Heavy, while it takes awhile for me to bring down the Amar Medium because of it's speed and balanced shield and armor. If I can bring down a Heavy in less than 5 sec, while it takes me a minute to bring down it's medium counterpart, then there is surely something wrong with the Heavy Dropsuits. |
D legendary hero
One-Armed Bandits Unclaimed.
24
|
Posted - 2013.05.27 23:14:00 -
[73] - 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.
you also forget, the lmg guy can carry it himself... hmmm oh wait my heavy carries the hmg himself? i guess they have them same role. but, since its the future everything got beefed.
also, yeah, spewing out sarcasm don't make you sound smart, it just makes you easier to identify as a jerk troll, watch yourself. the CAPs are to make the main points standout from the text. especially for those who dnt want to read the text, such as yourself. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
232
|
Posted - 2013.05.27 23:30:00 -
[74] - Quote
D legendary hero 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. you also forget, the lmg guy can carry it himself... hmmm oh wait my heavy carries the hmg himself? i guess they have them same role. but, since its the future everything got beefed. also, yeah, spewing out sarcasm don't make you sound smart, it just makes you easier to identify as a jerk troll, watch yourself*. the CAPs are to make the main points standout from the text. especially for those who dnt want to read the text, such as yourself.
Yeah, the heavy carries it by himself with the assistance of the servos in his suit, hence the Heavy Weapon slot.
*Is that a threat? Are you going e-thug cause you thought LMG meant HMG?
How cute, he thinks I'm scared. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
41
|
Posted - 2013.05.28 00:05:00 -
[75] - Quote
And you can only fire the Shotgun thanks to the "pneumatic armature".
Without things like that and the augmentations our suits have (as well as the protection the suits provide) we wouldn't be able to even fire the majority of the weapons.
Please take this somewhere else if you two are going to continue bickering like an old married couple.
Now please stick to the topic, this thread IS NOT about the HMG, nor is it about any other weapon. IT IS ABOUT THE HEAVY SUIT. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
232
|
Posted - 2013.05.28 00:11:00 -
[76] - Quote
Ecshon Autorez wrote:And you can only fire the Shotgun thanks to the "pneumatic armature". Without things like that and the augmentations our suits have (as well as the protection the suits provide) we wouldn't be able to even fire the majority of the weapons. Please take this somewhere else if you two are going to continue bickering like an old married couple. Now please stick to the topic, this thread IS NOT about the HMG, nor is it about any other weapon. IT IS ABOUT THE HEAVY SUIT.
I agree, I've been trying to discuss the Heavy Dropsuit and I (according to the OP) apparently don't know my ass from a hole in the ground.
Heavies need to be buffed, though not in such a way that makes them bulky Assault suits.
Heavies should remain distinctly Heavies and not be the Crutch-specialized Assault suits for scrubs who can't go positive without a ridiculous amount of HP. |
D legendary hero
One-Armed Bandits Unclaimed.
25
|
Posted - 2013.05.28 00:16:00 -
[77] - Quote
low genius wrote: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. it needs something, but that's a huge percentage. here's my issue: if i point my ar at a suit within optimal, i get 110% against armour and against shields, why don't i get those kinds of numbers when i'm looking down my hmg scope?
look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
45
|
Posted - 2013.05.28 00:34:00 -
[78] - Quote
D legendary hero wrote:look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. But that amount does mean that when we get armor and shield hardeners (something I'm hoping for) that you can stack a couple on +skills that increase their efficacy (thanks CCP Remnant ) = >50% damage reduction.
20% or *25% seems resonable to me. (see post #71) *when I made post #71 I forgot to factor in damage mods. |
D legendary hero
One-Armed Bandits Unclaimed.
25
|
Posted - 2013.05.28 00:34:00 -
[79] - Quote
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 |
D legendary hero
One-Armed Bandits Unclaimed.
25
|
Posted - 2013.05.28 00:42:00 -
[80] - Quote
Ecshon Autorez wrote:D legendary hero wrote:look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. But that amount does mean that when we get armor and shield hardeners (something I'm hoping for) that you can stack a couple on +skills that increase their efficacy (thanks CCP Remnant ) = >50% damage reduction. 20% or *25% seems resonable to me. (see post #71) *when I made post #71 I forgot to factor in damage mods.
well, if they are to introduce armor harderners and shield hardeners for troops, then the 20% (i say it has to be base. but not on militia fits. you have to use SP otherwise people will spam mitlia gear) plus a 2% increase per lvl (will probably add up begin 500,000sp total) for a total of 30% is adviseable.
since sheild hardeners and armor hardeners most likely will be separate items and heavies dnt get any real slots anyway, your gonna have to choose one or the other, and the pg/cpu itll require will be rediculous. by the time you have this on a heavy you deserve it.
but your figures are intriguing and are logical. still the slow movement warrants the addition 10%. and since you have to actuall sec into heavy suits to get this bonus on the std, suits and up it'll stop AR uses from just getting a militia heavy suit and running around with resistance. still, the game allows you to make your own soldier. |
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
233
|
Posted - 2013.05.28 00:48:00 -
[81] - Quote
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
Are you seeing through my eyes? Are you spying on what I see on my TV?
No?
Then how do you know that?
I have seen entire squads of Heavies running around with DTARs and GLUs within the last week.
Don't tell me I don't see what I see and stop trying to drag me into a stupid argument so you can beat me with experience. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
45
|
Posted - 2013.05.28 00:56:00 -
[82] - Quote
Hmm.. Perhaps I should elaborate on my posts. Firstly, when I say Heavy, I mean Sentinel, why should this effect the basic suit? No other bonuses effect basic suits.
When I'm talking about the Hardener skill I'm talking about it leveling the same as all others:
CHARTS!!! (number is level) (going off of the 25% resistance)
- 5% resistance
- 10% resistance
- 15% resistance
- 20% resistance
- 25% resistance
So in order to actually get the bonus you need to have actually put SP into it. |
D legendary hero
One-Armed Bandits Unclaimed.
26
|
Posted - 2013.05.28 01:01:00 -
[83] - Quote
Alaika Arbosa wrote: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 Are you seeing through my eyes? Are you spying on what I see on my TV? No? Then how do you know that? I have seen entire squads of Heavies running around with DTARs and GLUs within the last week. Don't tell me I don't see what I see and stop trying to drag me into a stupid argument so you can beat me with experience.
why do you keep posting here? im here becaue its my post. stop trolling bro |
D legendary hero
One-Armed Bandits Unclaimed.
26
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Posted - 2013.05.28 01:03:00 -
[84] - Quote
Ecshon Autorez wrote:Hmm.. Perhaps I should elaborate on my posts. Firstly, when I say Heavy, I mean Sentinel, why should this effect the basic suit? No other bonuses effect basic suits. When I'm talking about the Hardener skill I'm talking about it leveling the same as all others: CHARTS!!! (number is level) (going off of the 25% resistance)
- 5% resistance
- 10% resistance
- 15% resistance
- 20% resistance
- 25% resistance
So in order to actually get the bonus you need to have actually put SP into it.
hmmm... i still feel the percent should be a bit higher. still, your ideas are well constructed and welcome |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
233
|
Posted - 2013.05.28 01:05:00 -
[85] - Quote
D legendary hero wrote:Alaika Arbosa wrote: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 Are you seeing through my eyes? Are you spying on what I see on my TV? No? Then how do you know that? I have seen entire squads of Heavies running around with DTARs and GLUs within the last week. Don't tell me I don't see what I see and stop trying to drag me into a stupid argument so you can beat me with experience. why do you keep posting here? im here becaue its my post. stop trolling bro
I'm trying to discuss the Heavy Suit and why it shouldn't be made into a crutch for scrubs who can't hack it in an assault suit.
Not trolling. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
|
Posted - 2013.05.28 01:17:00 -
[86] - Quote
D legendary hero wrote:hmmm... i still feel the percent should be a bit higher. Thought about it, remembered something else that might make you happy.
Currently no one knows if it's a bug or intentional, but all Minmatar Basic Suits get +1 armor rep per second.
If it's intentional and CCP is planning on doing more things like this, then they could use my 25% scaling + a base of 5% on all Sentinel dropsuits. That gets it up to the 30% that you wanted, but only once you've reached level 5. |
Inyanga
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.28 02:35:00 -
[87] - Quote
I think that this all follows an excellent thought train, but it could use some improvements. The same way that weapon enhancing skills all come after you level into a weapon, sentinels should have skills that branch out and damage reduction should branch into shield or armor variants. That way no one can say that they're being used by assaults. Only true heavy types would receive these bonuses. Only problem: Needs a WHOOOOLE lotta skill points. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
|
Posted - 2013.05.28 05:05:00 -
[88] - Quote
Inyanga wrote:Only problem: Needs a WHOOOOLE lotta skill points. To be a Logibro it needs a lot of SP:
- Max out dropsuit of your choice
- Max out Nanocircutry
- Max out Repair Tool Operation
- *Max out skills for your final equipment
- **Max out Precision Enhancement
- **Max out Range Amplification
- **(Recommended, but not necessary) Max out Profile Dampening
- Max out Dropsuit Core Upgrades
- Reach necessary level in Drospuit Electronics
- Reach necessary level in Dropsuit Engineering
- ***Max out Systems Hacking
- ****Max out Dropsuit Armor Upgrades
- ****Max out Dropsuit Shield Upgrades
- Weapon of your choice to level of your choice
- Level up any prerequisites for the above
- Any additional skills you want to the level you want
*May or may not apply depending upon which suit you chose
**Lets you and your squadmates know what's coming and stops them from knowing your there
***If your the one who hacks the objectives while they hold off the respawning defenders
****You can't help your team if your dead |
Jenova's Witness
The Unholy Legion of Darkstar DARKSTAR ARMY
48
|
Posted - 2013.05.28 05:21:00 -
[89] - Quote
Lore wise, Amarr ships sacrifice speed for a high armor buffer and resistances. In Dust, they're better hybrid tankers than Minmatar. The only change I would suggest is for the suits to have 200/600 armor/shields add modules for passive resistances and give the racial suit -2% damage restance/level for armor. |
D legendary hero
One-Armed Bandits Unclaimed.
28
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Posted - 2013.05.28 06:28:00 -
[90] - Quote
Ecshon Autorez wrote:D legendary hero wrote:hmmm... i still feel the percent should be a bit higher. Thought about it, remembered something else that might make you happy. Currently no one knows if it's a bug or intentional, but all Minmatar Basic Suits get +1 armor rep per second. If it's intentional and CCP is planning on doing more things like this, then they could use my 25% scaling + a base of 5% on all Sentinel dropsuits. That gets it up to the 30% that you wanted, but only once you've reached level 5.
giggidy
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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
|
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
|
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.
|
D legendary hero
One-Armed Bandits Unclaimed.
32
|
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
|
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
|
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
|
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" |
|
D legendary hero
One-Armed Bandits Unclaimed.
33
|
Posted - 2013.05.29 05:56:00 -
[101] - Quote
^^this |
D legendary hero
One-Armed Bandits Unclaimed.
33
|
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
|
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
|
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
|
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
|
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
|
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 |
|
D legendary hero
One-Armed Bandits Unclaimed.
33
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Sponglyboy Squaredoo
Not Guilty EoN.
96
|
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
|
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
|
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
|
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
|
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
|
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%
|
KOBLAKA1
Opus Arcana Orion Empire
12
|
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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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
|
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
|
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
|
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
|
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
|
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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D legendary hero
One-Armed Bandits Unclaimed.
149
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Posted - 2013.06.11 09:45:00 -
[181] - Quote
^^again someone who has absolutely no idea about what the other 176 posts say. if look at the math and stats i posted you will see that i didnt say anything about heavies jumping, or moving around like scouts, i didnt say anything about making them invincible, i didnt say anything to the effect of that.
to the contrary the heavy is epicly underpowered and im trying to balance it out. no the weapon is pathetic, the suit is a waste of SP and it needs to be fixed.
right now ARs and shield tanking suits can out do a heavy in just about any situation. Caldari assaults and logis can reach as high as 914 EHP thats more than a heavy, with 5x the mobility. equip them with an AR and they are invinciple. because ARs are OP right now and so is sheild tanking.
im just trying to balance out the heavy suit against itself. it has low mobility, and turning speed, few slots, and no equipmentso it should have resistance to damage and increase hp.
scouts have low hp and low armor so they should get as they do increased mobility, more slots, more cpu/pg and an equipment slot. the scout suit is balanced. |
D legendary hero
One-Armed Bandits Unclaimed.
149
|
Posted - 2013.06.11 09:59:00 -
[182] - Quote
ChromeBreaker wrote: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.
just for you https://forums.dust514.com/default.aspx?g=posts&t=83983&p=6
#102 Posted: 2013.06.05 03:41 | Report | Edited by: BL4CKST4R Like 3 Caldari Logistics NO racial EHP: 843
Caldari Logistics racial EHP: 934 <-- holy sh...
Gallente Logistics EHP: 698
Caldari Assault EHP: 846
Gallente Assault EHP: 773
Gallente Assault 6% speed buff EHP: 828
Gallente Logistics 6% speed buff EHP: 753
CaLogi NO racial -1 High slot EHP: 770
_________ Amarr Assault EHP:811
Amarr Logistics EHP:736
Minmatar Assault EHP: 862 <-- 5.01m/s base speed after armor modules, wow...
Minmatar Logistics EHP: 733 <-- 4.72 base speed after armor modules
ovall speed = basically the same
heavy suit EHP basic no mods = 800 with modes proto basic = 1200 speed reduced to almost nill sentinel = 1300 speed = standing still
overall speed = running is like crouch walking, turning is impossible
explain please how this is in anyway shape or form fair? so this is perfectly acceptable, every other suit can completely out class heavy to the point that they can do everything a heavy can better. they definitely can tank better.
so not only are ARs vastly superior from dps, to range compared to the HMG which is a heavy only weapon; but assault and logi suits can have no penalty to speed and just as much hp as a heavy? and this is totally balanced right? -_- |
ChromeBreaker
SVER True Blood Public Disorder.
565
|
Posted - 2013.06.11 10:56:00 -
[183] - Quote
D legendary hero wrote:ChromeBreaker wrote: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.
just for you https://forums.dust514.com/default.aspx?g=posts&t=83983&p=6#102 Posted: 2013.06.05 03:41 | Report | Edited by: BL4CKST4R Like 3 Caldari Logistics NO racial EHP: 843 Caldari Logistics racial EHP: 934 <-- holy sh... Gallente Logistics EHP: 698 Caldari Assault EHP: 846 Gallente Assault EHP: 773 Gallente Assault 6% speed buff EHP: 828 Gallente Logistics 6% speed buff EHP: 753 CaLogi NO racial -1 High slot EHP: 770 _________ Amarr Assault EHP:811 Amarr Logistics EHP:736 Minmatar Assault EHP: 862 <-- 5.01m/s base speed after armor modules, wow... Minmatar Logistics EHP: 733 <-- 4.72 base speed after armor modules ovall speed = basically the same heavy suit EHP basic no mods = 800 with modes proto basic = 1200 speed reduced to almost nill sentinel = 1300 speed = standing still overall speed = running is like crouch walking, turning is impossible explain please how this is in anyway shape or form fair? so this is perfectly acceptable, every other suit can completely out class heavy to the point that they can do everything a heavy can better. they definitely can tank better. so not only are ARs vastly superior from dps, to range compared to the HMG which is a heavy only weapon; but assault and logi suits can have no penalty to speed and just as much hp as a heavy? and this is totally balanced right? -_-
What the?? most of those fits your oh so proud of either HAVE NO WEAPONS!! have empty slots!!! or are just down right insane! is this what your basing your arguements on????
Your using all lv 5 characters and comparing it to a base heavy
Basic (not proto) heavy... MH HMG, 2x complex dmg mods, basic plate, basic armour repair
1000+ hp, A GUN damn i bet i could fit some flux and a side arm on there!!! and NOT at LV 5s
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D legendary hero
One-Armed Bandits Unclaimed.
157
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Posted - 2013.06.11 19:56:00 -
[184] - Quote
you dnt have to *out the word crap. lol
still i rest my case with the above because all those fittings can cary weaponry and i have encountered them and they have killed my heavy suits both basic and proto. and as i have mentioned im no slouche, before i started running into all these proto bears i had a great kd,
but as all the prior 177 something posts relate to the heavy is underpowered. case and point. 1000+ ehp is a joke, even in your optimal range i can out gun you with my dren AR w/o damage mods. its hard to miss.thats why i dnt see any proto heavies around. especially when i run assault AR.
seriously with a dren assault, and dren AR i can crush proto heavies, and their is nothing they can do about it. mind you i have no SP in ARs.
now when i add my damage mods, grenades, etc, there is no hope.
when i use my heavy i can cause some damage but its way to difficult to do even mediocre with a heavy suit because its so easily out classed high risk, little reward. |
Arcturis Vanguard
Militaires-Sans-Frontieres
35
|
Posted - 2013.06.12 17:20:00 -
[185] - Quote
My KDR is still increasing running all dren sentinel and proto basic suits with various fittings to suit the situation.
Your original percentages were more passable then your changed numbers. 35% max, which includes the base 10% once skilled into would be a far better starting point then your 45%+ resistance.
Again, we do not want to break the class by making it a complete juggernaut. We want to improve it with all the shortcomings from last build to this one.
A true sentinel suit will be stacking armor plates which restrict their movement speed greatly, this also includes turning speed. With this minor damage resistance, a heavy will be able to keep up with the far superior mobility of the prototype medium and light frames. It could have the potential of bringing relevance to the heavy within planetary conquest, more so then it does now. |
D legendary hero
One-Armed Bandits Unclaimed.
157
|
Posted - 2013.06.12 17:46:00 -
[186] - Quote
^^ i did not imply a base 45%+
the max depending on the suit, would higher based on that suits base speed. since sentinel is the slowest, it would get the highest percentage resistance. probably around 45%-. that way it would take two clips from a militia AR to take a sentinel out.*
the higher mobility heavy suits would have still the base 10% even the commando, but the max percentage would be lower the faster they are. down to a minimum of 30% resistance.
(the commando being the fastest most likely will only have a 25% resistance).
that being said. the lower the max resistance the lower the SP requirement should be as well.
*footnote: as a heavy you are normally everyone's target and normally and often absorb the most bullets. the sentinel with its low mobility is more susceptible to this effect. giving the sentinel this resistance will help him accomplish his role much better. further, in a one v. one, one clip from a militia AR still does 1860 damage if you subtract the 45% from that it equates to nearly half damage taken which is still 900~ hp damage. if you are armor tanking this is more than half your armor gone.
this is possible with a low level AR now, if you factor in head shots at double damage, then you will still die pretty fast. nonetheless you wont be demolished by the ARs instantly. |
D legendary hero
Strong-Arm
163
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Posted - 2013.06.14 05:45:00 -
[187] - Quote
^^bump |
Sean Mcbride
Crimson Ravens
1
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Posted - 2013.06.14 07:23:00 -
[188] - Quote
I play a heavy quite often I figure like most others we are not point defense do we need to be faster not sure but I do agree we need the resistance buffs to even make a viable suit. Personally I have never believed in bunny hopping but that comes from real world experience. I am also not sure of the damage buffs I mean when we get our rounds on target we do chew them up.
Granted I am still working on getting to sentinel suits with this character and have had to dump all my points into survivablity .but that may be because I am still in basic suits. But one assault riffle unless they have gotten 2 or 3 head shots should not be able to take down a heavy it completely defeats the purpose of the suit in my opinion. |
D legendary hero
Strong-Arm
164
|
Posted - 2013.06.14 07:29:00 -
[189] - Quote
the damage of the HMG should be increased to about 20-30 per shot on the STD and higher for the ADV and PROTO. because its role is suppresion and when ppl can ru through may bullets because of low damage its not doing its job.
the high dispersion balances it out |
Inyanga
Strong-Arm
0
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Posted - 2013.06.14 07:31:00 -
[190] - Quote
I still believe that the resistances spoken of should be differentiated between shield and armor. I would hope that Gallente heavies (once introduced) would have better Armor resistance, and Caldari heavies (once introduced) would have better Shield resistance, but any heavy suit should have the option to spec into an optional resistance that suits them, or, if they earn enough sp, both. Just exactly how it is with the passive boost skills for armor and shield, but with resistance (for heavies). That way, no one cries foul that someone put level 3 into basic heavy, and is now "OPnerfnowPLZ" or that it becomes the new Caldari Logistics. It would have to be earned. And no one would cry "my weapon sucks 'cuz I can't kill a heavy with one smg bullet!" Dude's a real-deal heavy: Deal with it/ HTFU. |
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D legendary hero
Strong-Arm
165
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Posted - 2013.06.14 12:13:00 -
[191] - Quote
^^this sounds cool. (still want my base 10% though.) |
D legendary hero
Strong-Arm
165
|
Posted - 2013.06.15 07:45:00 -
[192] - Quote
bump |
D legendary hero
Strong-Arm
182
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Posted - 2013.06.16 01:47:00 -
[193] - Quote
bump again. comments suggestions are welcome |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
796
|
Posted - 2013.06.16 02:42:00 -
[194] - Quote
Heavies already have much higher base hp (which they pay for with speed issues, limited slots, etc.). The title percentage is way too high in my opinion (30%).
Damage resistance kinda makes sense as a heavy-related "skill" though - and if resistance modules were in-game, heavies would be at a disadvantage there to the roles with more slots to some extent.
Perhaps they could make a separate "Damage Resistance" skill as a sub skill for Heavy suits. It could vary by suit race (giving Caldari Heavies more shield DR, etc.), but be linked off the actual off dropsuit skill. Like... Gallente Heavy Frame 5 unlocks Gallente Heavy suit Damage Resistance. OR.... maybe it would be unlocked at the end or ADV level for Sentinel specs (Gallente Sentinel 3 to unlock Gallente Sentinel Damage Resistance).
They could have skills separate from suit-skills for other frames or specs as well. It could serve as resting place for some of role-skill/bonuses we think would go with the role... but we force people to pay a little extra in SP for the role specialization (things they can't get from modules perhaps).
The cost to skill into suits is more or less equal at the moment, so giving heavies a separate skill off the dropsuit tree for damage resist makes for balance sense to me. Otherwise, you can skill into a much more resilient suit that is stronger than others for the same SP, and cheaper because it's strong without modules. |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.06.16 03:08:00 -
[195] - Quote
A good heavy can hold his own 1 on 1 as it is, at least (not too) close to mid range against non-protos. I speak from experience (although I only use militia while waiting for Minnie's suit). I do think that heavies need damage resistance. Honestly, I wouldn't mind dropping hp for resistance (as long as ehp stayed more or less the same). I feel like resistance is where heavies should be at, with the way logistics can work with a heavy.
Also, heavies are very slow. Maybe this is just me being used to Minmatar stuff but being forced to use the Amarr heavy. Seriously, I feel like a chipmunk on crystal meth when I switch from Amarr heavy to Minmatar suits. That's only medium frame, we get into scout and I'm moving so fast that I have no idea what's going on! |
Void Echo
Internal Error. Negative-Feedback
177
|
Posted - 2013.06.16 03:26:00 -
[196] - Quote
Alaika Arbosa wrote:D legendary hero wrote:Alaika Arbosa wrote:Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class! I agree that Heavies could use a boost to EHP, though I also agree that they should be slowed down more. I think that Heavies should have as much EHP as MLT HAVs though to compensate for this, they need to be as fast as a tree stump. They should be a situational suit that gets dropped off at the point where they are going to be defending and they're not going anywhere else fast without a ride from a blue LAV. I've seen people using Heavies as slightly slower Assault suits and this isn't what they were intended for (IMHO). Heavies should be the bridge between dropsuits and MTACs and until they have their EHP buffed, they will not properly represent this. again that is a description of a blaster turret. if its only to be a situational st. i should have to spec over 6 million SP into it. only to use every 5 matches, and get pwnd in my assault set up that has no points in it. When are blaster turrets in interior places? Plus, I feel that you should be able to easily facerape the assault given the right circumstances. If you want to have more EHP, you NEED to have a drawback added/increased to compensate. You can't have your cake and eat it too, no one should (IDK why CCP is letting the TAR scrubs eat it). I really think that the heavy is best off in CQC areas where there is no escaping them despite the fact that they move slower than tectonic plates (which they are much faster than currently and shouldn't be). Also, I never said it should only be used once every 5 matches, it should be used every match, it is just that you're obviously not seeing the situations which are conducive to having a 2500 EHP (roughly where I think they should be) dropsuit with an HMG at. It should take an entire squad to take down a heavy, though they should be slow enough that they shouldn't be a viable sole composition for a squad. Personally, I think it would be cool if we had an option for heavies to "Anchor" similar to POS guns/mods in Eve. Make it so that they are immobile, though they get increases to their turn speed. As it is now, scrubs still run around in Heavies like they are Assault suits, they shouldn't even have that thought due to the ridiculously slow speed. Buff Heavy EHP, Nerf Heavy Speed.
this is an instillation |
D legendary hero
Strong-Arm
185
|
Posted - 2013.06.16 04:53:00 -
[197] - Quote
bump. more ideas keep them comming |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
20
|
Posted - 2013.06.16 16:03:00 -
[198] - Quote
People who keep saying the heavy needs less speed and more ehp don't know what they're talking about. Anybody closer than a few meters can run circles around a heavy, and the heavy cant even turn fast enough to see what is going on.
There are installations that can't move and have plenty of hp. If a heavy cant even move fast enough to sort of keep up with his squad, then we'd be of no use. Unless you're one of those TAR folk that want us to camp behind your back and go 2/0 while you go 20/0. We need our mobility. |
D legendary hero
Strong-Arm
187
|
Posted - 2013.06.16 23:58:00 -
[199] - Quote
indeed. and as stated earlier as long as the heavy is the slowest unit, any buffs to speed would still be balanced.
we aren't asking for scout speed, but we should not be 500% slower than a galente assault.
having 75% less speed than a scout, and 25% less turn speed would do it. but i think CCP should start with a slight buff, and patch weekly until a good balanced is reached.
start by increasing heavies general movement speed by 15% and turn speed by 15%. then, we can asses the progress.
|
D legendary hero
One-Armed Bandits
197
|
Posted - 2013.06.17 22:50:00 -
[200] - Quote
bump |
|
D legendary hero
One-Armed Bandits
199
|
Posted - 2013.06.17 23:19:00 -
[201] - Quote
haha you obviously havent speced into heavys, because to start you need to burn over 700,000SP to get weaponry to 5. and get the suit.
plus heavy suits have the least CPU/PG out of all suits, how the hell am i going to fit all that **** on a basic heavy suit? lol your a joke.
by the time i get 1000 ehp, im moving as fast as molasses durring a snow storm in antartica. yep...
plus the HMG aint worth crap right now. a milita AR can out gun an HMG even in it s optimal range, with perfect accuracy no dispersion, with or without a headshot bonus.
you need zero SP to use militia AR. with the same SP it takes to get just a standard HMG you can get a proto ARs.
so having a militia AR capable of completely out classing proto hmgs is a joke. an d the gap only gets larger when you use higgher grade ARs, and start strafing. especially the 2-step strafe. have you heard of it?
thats when someing in an assault suit, or logi suit strafes back and forth in the same spot. with an hmg you cnt hit them.
face it the facts midigate your argument. in fact your argument is baselss. raw numbers may look, pretty (omg heavy can have 1000ehp), but even those numbers are contradcited by basic facts, and real factors (militia AR does 1860 damage in one clip with no damage mods, headshots, or skill points in proficiency. not adding the blanket 10% given all weapons, so in less than 2.5~seconds, a single milita Ar missing shots can take out a fully armored proto heavy.) |
D legendary hero
One-Armed Bandits
208
|
Posted - 2013.06.19 06:53:00 -
[202] - Quote
bump |
Ignatius Crumwald
IMPSwarm Negative-Feedback
585
|
Posted - 2013.06.19 07:33:00 -
[203] - Quote
Armor tanking should be about damage resistance. |
D legendary hero
One-Armed Bandits
217
|
Posted - 2013.06.19 11:12:00 -
[204] - Quote
^^this skill could be applied to galientes too to help them fight sheild tankers. but all heavies must have it. out battle field life expectancy is low |
Sean Mcbride
Crimson Ravens
1
|
Posted - 2013.06.21 08:33:00 -
[205] - Quote
bump |
xSir Campsalotx
G0DS AM0NG MEN
12
|
Posted - 2013.06.21 11:52:00 -
[206] - Quote
Honestly if I could put a HMG on a proto caldari logi I'd leave the heavy suit so fast. Way faster, self rep, equipment, small hit box and still 1000+HP with all the CPU and pg necessary for anything!!! Now that's a suit |
D legendary hero
One-Armed Bandits
218
|
Posted - 2013.06.21 23:17:00 -
[207] - Quote
xSir Campsalotx wrote:Honestly if I could put a HMG on a proto caldari logi I'd leave the heavy suit so fast. Way faster, self rep, equipment, small hit box and still 1000+HP with all the CPU and pg necessary for anything!!! Now that's a suit
AMEN.
but you know what they have something better than an HMG, yes you guessed it, ARs and even scrambler rifles.
those things have way better accuracy, damage per shot, dps, reload speed, and dispersion than an HMG with almost no draw backs. |
D legendary hero
One-Armed Bandits
220
|
Posted - 2013.06.22 15:03:00 -
[208] - Quote
bump |
D legendary hero
One-Armed Bandits
227
|
Posted - 2013.06.24 10:50:00 -
[209] - Quote
bump |
D legendary hero
Strong-Arm
234
|
Posted - 2013.06.27 13:23:00 -
[210] - Quote
bump
|
|
KOBLAKA1
Opus Arcana Covert Intervention
112
|
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
|
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
|
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
|
castba
Penguin's March
12
|
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
|
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
|
Posted - 2013.06.29 20:42:00 -
[216] - Quote
Bump |
KOBLAKA1
Opus Arcana Covert Intervention
127
|
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
|
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
|
Posted - 2013.06.29 20:57:00 -
[219] - Quote
double post |
Big Popa Smurff
Seraphim Initiative. CRONOS.
300
|
Posted - 2013.06.29 23:40:00 -
[220] - Quote
+1 |
|
D legendary hero
Strong-Arm
239
|
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
|
Posted - 2013.07.01 04:30:00 -
[222] - Quote
bump |
KOBLAKA1
Opus Arcana Covert Intervention
139
|
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
|
Posted - 2013.07.01 09:58:00 -
[224] - Quote
This thread needs some CCP love.. |
Sponglyboy Squaredoo
Not Guilty EoN.
625
|
Posted - 2013.07.01 10:49:00 -
[225] - Quote
Kekklian Noobatronic wrote:This thread needs some CCP love.. Agreed |
Den-tredje Baron
ParagonX
133
|
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
|
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
|
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
|
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
|
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 |
|
D legendary hero
Strong-Arm
245
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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... |
|
D legendary hero
Strong-Arm
254
|
Posted - 2013.07.02 22:52:00 -
[241] - Quote
^^you dnt see them less because if you invest 6million sp into something you dnt just abondan it unless your leaving the game. which a lot of heavies did. after the respec, i saw few heavies. a few stayed but they are few and far inbetween. alot of new players will run them out the academy but quickly switch their focus to ARs. |
KOBLAKA1
Opus Arcana Covert Intervention
180
|
Posted - 2013.07.02 22:58:00 -
[242] - Quote
nukel head wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake 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...
The issue is they aren't fulfilling their proposed purpose. They are supposed to take concentrated small arms fire and reduced explosive damage. Its in the suit description go look. As it stands 1v1 is a fair fight and it shouldn't be. 1 AR clip has the potential to kill 2 base heavy suits. And grenades eat us alive (plus we can't run away from them. There needs to be some sort of buff ehp or resistance wise. As I think on it I would even propose raising heavy from a 4x multiplier (i think im onin myy phone) to a 6x-8x multiplier to make up for it. We are also supposed to stand toe-to-toe with tanks. Which means we should be able to take a railgun to the chest (and have like 3hp left) and still get one more round off. Then on top of that HMGs in are reduced to be on par with light weapons even though its heavy...but that's another thread. I don't want ez mode but I want what the suit description describes. |
D legendary hero
Strong-Arm
255
|
Posted - 2013.07.02 23:09:00 -
[243] - Quote
idk about tanks but i want to blow up LAVs again...lol
still there should..no ther emust be a resistance applied. because 1v1 heavies still lose. we have slightly more ehp than other units of the same lvl save miltia gear.
a milia Ar does 425 damage per second. in 2 seconds they can kill heavies. 1 clip does 1860 damage. in 27 bullets thats 925 damage. so spraying and praying infront of or on the side of a heavy with a milita Ar you can kill him easy, and again we cant get out the way.
there is no benefit to being heavy |
Sponglyboy Squaredoo
Not Guilty EoN.
682
|
Posted - 2013.07.03 01:16:00 -
[244] - Quote
#Bump4GoodIdeas |
Wolfica
Planetary Response Organization
94
|
Posted - 2013.07.03 03:45:00 -
[245] - Quote
from the time I started playing this game I was a dedicated heavy. I found I was able to go toe to toe with players but found when I get shot and before I have time to react im already dead because of a duvoll or some other gun, it makes me mad. also heavies are supposed to be able to take on vehicles. oh well I switched to a cal logi on my respect and have more ehp then a new player in a basic heavy. |
D legendary hero
Strong-Arm
257
|
Posted - 2013.07.03 07:48:00 -
[246] - Quote
hell, if you tank hard enough and go proto you can get EHP higher than a proto heavy.
if a proto BASIC heavy has the shield and armor maxed skill thats 506/506. two complex shield extenders give you 132hp more for 638/506 3 complex armor plates give you 345 more to armor for 638/851 with a 30% speed reduction, and only carrying a STD HMG. your ehp is now 1489ehp
a proto sentinel will get you 506/506 plus 1 shield extender and 4 complex armor plates 572/966 with a 40% speed reduction. your ehp is now 1538hp
proto caldari logistics 5 high and 4 low slots. thats 330 additional shields, plus 460 additional armor. not including the shield bonuses they get. no grenades just aa GEK AR.
thats 790 additional ehp. holy shi..!!!
i fought a guy in one of those with 588 shield and 417 armor (left because that was after i died). thats 1006 ehp.
|
Wolfica
Planetary Response Organization
96
|
Posted - 2013.07.04 20:03:00 -
[247] - Quote
hehe. that's what I do now since I got my respec. I maxed out shield and armor levels and went into proto cal logi so I have a better tank then most other suits. I took on 5 guys and won the other day, was able to take multiple grenades and all sorts of other **** from them it was great, especially when I killed them with a militia AR, I would never have taken on 5 guys in my basic proto heavy |
D legendary hero
Strong-Arm
271
|
Posted - 2013.07.04 21:21:00 -
[248] - Quote
if you have PG and CPU maxed out and max the skill that increase both by 1%. with a proto Cal logistics you can fit 5 complex shield extenders, 4 complex armor plates and since you have base shield recovery of 25 per second and base armor of 3 or 4 hp per second you invincible.
66*5 = 330 115 *4 = 460
thats 790 additional bonus hp. and this is without including the caldari's base shield and armor, or the skills that increase shields, armor and the module efficacies...lol.
you wnt be able to carry equipment or a grenade, but you can still fit a GEK on there |
jaheria romulese
DUST University Ivy League
0
|
Posted - 2013.07.05 11:07:00 -
[249] - Quote
Hmmm, why doesn't ccp just program the Heavx suits to do what their description says that they do, they have a natural resistance to small fire arms and grenades. I think ccp should give the heavy suits it's real abilities, just like the should all the other suits their actual abilites from the in game descriptions, then once that have that settled down they can expand and explore other possibilities. |
jaheria romulese
DUST University Ivy League
0
|
Posted - 2013.07.05 11:17:00 -
[250] - Quote
Heavyset are also quoted as to having the ability to go toe to toe with a vehicle and surivie...but at the moment they go toe to toe with another suit and get mauled.....which kind phantoms me...whats is the point of the having a description of the heay or any suit and not having it acutally have the abilties to do its job on the battle field ? |
|
ChromeBreaker
SVER True Blood Public Disorder.
630
|
Posted - 2013.07.05 11:54:00 -
[251] - Quote
D legendary hero wrote:if you have PG and CPU maxed out and max the skill that increase both by 1%. with a proto Cal logistics you can fit 5 complex shield extenders, 4 complex armor plates and since you have base shield recovery of 25 per second and base armor of 3 or 4 hp per second you invincible.
66*5 = 330 115 *4 = 460
thats 790 additional bonus hp. and this is without including the caldari's base shield and armor, or the skills that increase shields, armor and the module efficacies...lol.
you wnt be able to carry equipment or a grenade, but you can still fit a GEK on there
(210 base shield + 330 = 540; 120 base armor + 460 = 580. congradulations your ehp is now 1120. now lets add the 25% additional shielding and 25% armor skill increase. happy birthday you now have 1680 ehp... oh whats that i forgot the basic caldri racial bonuses and the module efficacy...lol)
1680 ehp ... un freaking believable. my poto sentinel or basic suit can break 1400. lol and even at 1400 ehp i more as fast as a turret.
25% to base hitpoints not base+mods. extenders get 10% as do plates
4* complex armour plates would prob make you slower than a basic heavy lol... and the heavy can fit dmg mods... and grenades |
Laurent Cazaderon
What The French CRONOS.
1694
|
Posted - 2013.07.05 12:40:00 -
[252] - Quote
Hey there.
Been discussing with Remnant about bonuses and stuff last week. And i brought up the idea of resistance to damage for the heavies. Turns out he doesnt like the idea much, nor do i tbh, because :
1) It's a tricky thing to implement 2) It can be pretty confusing for someone new who doesnt play heavy why the weapon doesnt do the same damage 3) To him, damage reduction should be active and noticeable like it is for vehicles.
All valid points imo.
Yet, i still tend to think that heavies dont have the buff they're supposed to have as damage vacuum. That's why i root for changing the bonus tied to Sentinel to a base HP buff. Something like 4/5% bonus to both shield and armor base HP per level.
At Level 5 it's pretty much having a free complex plate and sounds about right to me as a first adjustment.
Nothing says i'll ever get to have Remnant make such a change but just wanted to let you know about res and my thoughts. |
Arkena Wyrnspire
Turalyon Plus
1700
|
Posted - 2013.07.05 13:13:00 -
[253] - Quote
Laurent Cazaderon wrote:Hey there.
Been discussing with Remnant about bonuses and stuff last week. And i brought up the idea of resistance to damage for the heavies. Turns out he doesnt like the idea much, nor do i tbh, because :
1) It's a tricky thing to implement 2) It can be pretty confusing for someone new who doesnt play heavy why the weapon doesnt do the same damage 3) To him, damage reduction should be active and noticeable like it is for vehicles.
All valid points imo.
Yet, i still tend to think that heavies dont have the buff they're supposed to have as damage vacuum. That's why i root for changing the bonus tied to Sentinel to a base HP buff. Something like 4/5% bonus to both shield and armor base HP per level.
At Level 5 it's pretty much having a free complex plate and sounds about right to me as a first adjustment.
Nothing says i'll ever get to have Remnant make such a change but just wanted to let you know about res and my thoughts. Good information. Thanks for passing it on. |
D legendary hero
Strong-Arm
278
|
Posted - 2013.07.06 10:31:00 -
[254] - Quote
ChromeBreaker wrote:D legendary hero wrote:if you have PG and CPU maxed out and max the skill that increase both by 1%. with a proto Cal logistics you can fit 5 complex shield extenders, 4 complex armor plates and since you have base shield recovery of 25 per second and base armor of 3 or 4 hp per second you invincible.
66*5 = 330 115 *4 = 460
thats 790 additional bonus hp. and this is without including the caldari's base shield and armor, or the skills that increase shields, armor and the module efficacies...lol.
you wnt be able to carry equipment or a grenade, but you can still fit a GEK on there
(210 base shield + 330 = 540; 120 base armor + 460 = 580. congradulations your ehp is now 1120. now lets add the 25% additional shielding and 25% armor skill increase. happy birthday you now have 1680 ehp... oh whats that i forgot the basic caldri racial bonuses and the module efficacy...lol)
1680 ehp ... un freaking believable. my poto sentinel or basic suit can break 1400. lol and even at 1400 ehp i more as fast as a turret. 25% to base hitpoints not base+mods. extenders get 10% as do plates 4* complex armour plates would prob make you slower than a basic heavy lol... and the heavy can fit dmg mods... and grenades
the hit to speed isn't that great... lol but heavies need complex damage mods to even compete verses ARs, that s a whole different story i have on a different thread.
but normally they just put shield regulartors on.
imagine, 2 complex shield regulators, 1 complex armor plate, 4 complex shield extenders and 1 complex shield enegizer...lol. even though your ehp is lower your over all performance is godly |
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 11:10:00 -
[255] - Quote
Laurent Cazaderon wrote:Hey there.
Been discussing with Remnant about bonuses and stuff last week. And i brought up the idea of resistance to damage for the heavies. Turns out he doesnt like the idea much, nor do i tbh, because :
1) It's a tricky thing to implement 2) It can be pretty confusing for someone new who doesnt play heavy why the weapon doesnt do the same damage 3) To him, damage reduction should be active and noticeable like it is for vehicles.
All valid points imo.
Yet, i still tend to think that heavies dont have the buff they're supposed to have as damage vacuum. That's why i root for changing the bonus tied to Sentinel to a base HP buff. Something like 4/5% bonus to both shield and armor base HP per level.
At Level 5 it's pretty much having a free complex plate and sounds about right to me as a first adjustment.
Nothing says i'll ever get to have Remnant make such a change but just wanted to let you know about res and my thoughts.
Next time you talk to Remnant, let him know he needs to grow a pair.
Heavies are in a poor state. Logistics are running amok. It took over a month to push out a simple fix to the TAR. Bonuses in general are a poor sight for almost every class. So on.
See a trend? It's almost like the guy balanced the game for his preferred classes, and just threw darts at a board for the rest.
There's this thing called 'Balance', and right now Dust does not have it. Frankly, I'm shocked that Uprising went live with the massive balance issues it has. Whoever is in charge of Balance there(from what I gather, Remnant) needs to do what we've been doing for ages - HTFU, and don't be afraid to make some interesting, unique changes to the game. Sure, it may take work. Sure, it may take time. Sure, it will definitely **** people off. But the end result will be a truly unique game which does not rely on the simple gimmick of "But you can customize your mercenary!!". Because guess what - it is a gimmick. You can do the same thing in a number of other games. And if they don't get their house in order before the big boys come to play (Destiny for one), all their hard work will be for naught.
And contrary to popular opinion, I for one don't want to see that happen. |
D legendary hero
Strong-Arm
279
|
Posted - 2013.07.07 02:42:00 -
[256] - Quote
^^this |
D legendary hero
Strong-Arm
293
|
Posted - 2013.07.09 16:06:00 -
[257] - Quote
bump |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:30:00 -
[258] - Quote
bump |
calvin b
Molon Labe. League of Infamy
48
|
Posted - 2013.07.17 04:07:00 -
[259] - Quote
You say strap a logi to me and this will fix my problem and you would be wrong. I as a heavy know this and the first thing I do when I see that glowing string, is kill the one holding the wand. Problem solved, I have now cut your life support, what do you do know. Nothing is what, but try and go out like a man with my HMG a blazing. I noticed only non heavies want us gimped. Why because they fear what will happen when we become what we were meant to be. The AR user would wet his pants every time he came at us alone. A heavy is to feared, but we are a joke. When a Proto Assault can kill a heavy by themselves, the suit is broken. A heavy is point defense, and for this the squad must come up with a way to deal with him, not a solo AR user. This is why the heavy and the HMG is broken because we cant even do what we were meant to do, and that is hold a point and deny all who want it. |
D legendary hero
THE WARRIORS OF LEGEND
432
|
Posted - 2013.07.21 20:32:00 -
[260] - Quote
win |
|
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
29
|
Posted - 2013.07.22 07:27:00 -
[261] - Quote
Nice to see support from cpm. On a side note any idea on the new racial heavies I'm guessing the caldaris are going to be the best because CCP has always had a hard on for the but I'm min all the way. Chose my profile pic when I first started didn't know any better. |
TERMINALANCE
Zumari Force Projection Caldari State
178
|
Posted - 2013.07.22 07:57:00 -
[262] - Quote
More class variation is needed +1 |
D legendary hero
THE WARRIORS OF LEGEND
437
|
Posted - 2013.07.22 18:36:00 -
[263] - Quote
yeah enough of the amar suits. i wise i could get militia minmintar heavy suits... i am a minmintar brutor after all. at least some kind of compensation for all this mess |
D legendary hero
THE WARRIORS OF LEGEND
457
|
Posted - 2013.07.26 04:19:00 -
[264] - Quote
wow, 400 likes, 4000 views, 300 replies not a single comments from CCP. i surrender. |
Rusty Shallows
Black Jackals
180
|
Posted - 2013.07.26 08:22:00 -
[265] - Quote
Sean Mcbride wrote:I play a heavy quite often I figure like most others we are not point defense do we need to be faster not sure but I do agree we need the resistance buffs to even make a viable suit. Personally I have never believed in bunny hopping but that comes from real world experience. I am also not sure of the damage buffs I mean when we get our rounds on target we do chew them up.
Granted I am still working on getting to sentinel suits with this character and have had to dump all my points into survivablity .but that may be because I am still in basic suits. But one assault riffle unless they have gotten 2 or 3 head shots should not be able to take down a heavy it completely defeats the purpose of the suit in my opinion. Sometimes I get a nagging feeling the cow-patty deaths are from sustained headshots with a hot weapon. It was more pronounced when the old win mode was caldari assaults with stacked damage mods and the two equipment slots. Now and days with all the weapon nerfing done my mid range survival while playing FG tag has gone up so long as cover is at hand. |
Sean Mcbride
XERCORE E X T E R M I N A T U S
9
|
Posted - 2013.08.03 22:16:00 -
[266] - Quote
bump |
RA Drahcir
Psygod9 RISE of LEGION
69
|
Posted - 2013.08.03 22:29:00 -
[267] - Quote
buff heavies. |
Sean Mcbride
XERCORE E X T E R M I N A T U S
10
|
Posted - 2013.08.04 00:31:00 -
[268] - Quote
I posted earlier in this thread about not being in a sentinel suit well I am now in an advanced sent 486 shield/786 armor HP enhanced plates Boundless Mh-82 proto HMG enhanced damage mods and yet the AR still rips thru all that like a hot knife thru butter..... CCP Remnant has said he doesn't hate heavies but yet still refuses to even look at any of the flaws he specifically calls them point defense well what the hell good are they even at point defense when AR is much better at it because the assault user doing the two step shuffle not really going anywhere can tear thru armor and shield like nothing .
I may or may not get banned for what I am about to say but enough is enough for several months now Heavies have been begging for something any little ray of hope. and yet nothing comes turn speed way to damn low Range on an HMG Non freaking existant seems to me CCP is doing the same thing I have seen many Developers over the years do...Since they use a certain weapon they don't look at anything else..... Truthfully I doubt that any of them have even played a Heavy. If they truely intend to stay that Bias I would rather be banned then play this game.
And don't even get me started on freaking LAV's Murder Taxi's I Love Eve online and play it have been on and off for the last 5 plus years. But this this game has become a damn joke......
Heavies are not ment to be point defense.....As Remnant Says (wish I could find the link to his post about it ) They should be squad defense and give the squad covering fire apparently none of CCP Dust Dev's have ever seen what an LMG can do in the squad setting. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
54
|
Posted - 2013.08.04 00:42:00 -
[269] - Quote
they hmg is a minigun its true purpose is to send a large barrage of bullets that scare the enemy team into cover which will then allow for easy flanking.....
this is not how it goes in dust however since ppl can solo heavies easily...
and i am one of those player who has killed a heavy with one clip from an mlt ar...
so yeah they r under powered...and need a buff to combat these proto nubs...they r meant to tank bullets and shrug it off that is their true role..
so lets buff them to where they can do that effectively... |
Karazantor
Mannar Focused Warfare Gallente Federation
130
|
Posted - 2013.08.04 00:55:00 -
[270] - Quote
CLONE117 wrote:they hmg is a minigun its true purpose is to send a large barrage of bullets that scare the enemy team into cover which will then allow for easy flanking.....
this is not how it goes in dust however since ppl can solo heavies easily...
and i am one of those player who has killed a heavy with one clip from an mlt ar...
so yeah they r under powered...and need a buff to combat these proto nubs...they r meant to tank bullets and shrug it off that is their true role..
so lets buff them to where they can do that effectively...
Are you for real? Wanting to buff a weapon/suit that can effectively take on most of a squad in the right situation.
So.. what are you going to do IF CCP listen to this ridiculous request, buff the suit, it becomes the newest FOTM due to its obviously ridiculously overpowered abilities, and then slam it with the nerf hammer after half the community ragequits?
Serious question. Think this through very carefully. |
|
NOAMIzzzzz
BIG BAD W0LVES Eternal Syndicate
6
|
Posted - 2013.08.04 00:58:00 -
[271] - Quote
+1
|
Canaan Knute
Conspiratus Immortalis Covert Intervention
87
|
Posted - 2013.08.04 01:09:00 -
[272] - Quote
Karazantor wrote:So.. what are you going to do IF CCP listen to this ridiculous request, buff the suit, it becomes the newest FOTM due to its obviously ridiculously overpowered abilities, and then slam it with the nerf hammer after half the community ragequits? This happened a few builds ago. Heavy suits and HMGs were too powerful, so CCP overnerfed them. |
D legendary hero
THE WARRIORS OF LEGEND
559
|
Posted - 2013.08.04 10:26:00 -
[273] - Quote
^^Heavy Suits were never OP. people said sharpe shotter made them OP. but what do you think sharp shooter did to ARs? how much range did they get.
|
Canaan Knute
Conspiratus Immortalis Covert Intervention
88
|
Posted - 2013.08.04 12:06:00 -
[274] - Quote
D legendary hero wrote:^^Heavy Suits were never OP. people said sharpe shotter made them OP. but what do you think sharp shooter did to ARs? how much range did they get.
Remember the Type II? Its base eHP was very high (320 shields, 422 armor), and we could bring it up to 1500 with the proper upgrades. It was a bit much. I do think our suits are too weak though, and something should be done about HMGs. I rarely use them now, because they're just not as good as they should be. |
Dimitri Rascolovitch
The Immortal Knights
20
|
Posted - 2013.08.04 12:19:00 -
[275] - 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
the tunnel syndrome is caused by encountering an enemy who is in a smaller suit with more ehp than oneself, and having said target on the verge of death, knowing that if you let up on the bullet hose, the hp will be full in a matter of seconds |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
33
|
Posted - 2013.08.07 04:59:00 -
[276] - Quote
BUMP
I can deal with the slow turn, but at least give our Heavy suit some HP loving because at this point I'm better off running Kin Cat and... the green ones... I can't recall the name
It's pretty fun to run though, especially on the maps that have the urban objectives because I just run laps protecting any objectives inside the walls. |
D legendary hero
THE WARRIORS OF LEGEND
589
|
Posted - 2013.08.07 06:43:00 -
[277] - Quote
Karazantor wrote:CLONE117 wrote:they hmg is a minigun its true purpose is to send a large barrage of bullets that scare the enemy team into cover which will then allow for easy flanking.....
this is not how it goes in dust however since ppl can solo heavies easily...
and i am one of those player who has killed a heavy with one clip from an mlt ar...
so yeah they r under powered...and need a buff to combat these proto nubs...they r meant to tank bullets and shrug it off that is their true role..
so lets buff them to where they can do that effectively... Are you for real? Wanting to buff a weapon/suit that can effectively take on most of a squad in the right situation. So.. what are you going to do IF CCP listen to this ridiculous request, buff the suit, it becomes the newest FOTM due to its obviously ridiculously overpowered abilities, and then slam it with the nerf hammer after half the community ragequits? Serious question. Think this through very carefully.
oh you mean how the AR is now? (note: a milita AR does base 425 dps, with the 10% buff all weapons got its true damage is 467. with 3 complex damage mods that quickly rises to 670 dps . now, think about a duvoule AR, with the basic 10%, 15% proficiency, and 2 complex mods it does 770-800 damage. with the 3rd mod it reachs damn near 900 dps.)
A milita AR with the right gear con tanke out most of a squad up close and farther away. A duvoule can take out most of a squad in less than 4 seconds (with 2-3 damage mods the dps is 770-900, this can take out a heavy in 1.02 seconds and a scout in... dayum! in miliseconds {milita Ar verses fully decked out scout with 300+ ehp killed in .7seconds of milita AR fire}) |
D legendary hero
THE WARRIORS OF LEGEND
589
|
Posted - 2013.08.07 06:54:00 -
[278] - Quote
Canaan Knute wrote:D legendary hero wrote:^^Heavy Suits were never OP. people said sharpe shotter made them OP. but what do you think sharp shooter did to ARs? how much range did they get.
Remember the Type II? Its base eHP was very high (320 shields, 422 armor), and we could bring it up to 1500 with the proper upgrades. It was a bit much. I do think our suits are too weak though, and something should be done about HMGs. I rarely use them now, because they're just not as good as they should be.
ARs did 34 damage per shot in chromosome meaning that the dps is still 425. so yeah, still killing your heavy in 2.3 seconds. unless i run out of ammo but then i have my 416 dps smg to finish off whats left....lol
my very first kill in dust was a heavy. i didn't know how to play but i throw a grenade at the floor and sprayed my AR while moving around the heavy and I ran out of ammo, i switched to my secondary which had no ammo... and he was reloading he ran up to me to punch me and the grenade blow him up....lol. I thought it was funny and cool to face an opponent thats tough but always beatable (like a computer player).. little did i realize that was the best he could do in the suit.
to the point even when the AR did 31 damage. remember in chromosome damage mods were broken so,, 3 complex mods (that were cheap back then) could give your AR 30% additional damage for a dps from 390 to w/ mods 504.
with proficiency thats 562 per second on a basic militia AR!*
so even with 1500 ehp you could be downed in 3 seconds from an AR in the right gear, or militia. people complained because the HMG was a competetive weapon.
* if the damage in chromosome was indeed 34 as I remember the dps would be 616.
|
D legendary hero
THE WARRIORS OF LEGEND
589
|
Posted - 2013.08.07 06:56:00 -
[279] - Quote
Dimitri Rascolovitch wrote: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
the tunnel syndrome is caused by encountering an enemy who is in a smaller suit with more ehp than oneself, and having said target on the verge of death, knowing that if you let up on the bullet hose, the hp will be full in a matter of seconds
^^this is true |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
35
|
Posted - 2013.08.07 06:58:00 -
[280] - Quote
D legendary hero wrote:Karazantor wrote:CLONE117 wrote:they hmg is a minigun its true purpose is to send a large barrage of bullets that scare the enemy team into cover which will then allow for easy flanking.....
this is not how it goes in dust however since ppl can solo heavies easily...
and i am one of those player who has killed a heavy with one clip from an mlt ar...
so yeah they r under powered...and need a buff to combat these proto nubs...they r meant to tank bullets and shrug it off that is their true role..
so lets buff them to where they can do that effectively... Are you for real? Wanting to buff a weapon/suit that can effectively take on most of a squad in the right situation. So.. what are you going to do IF CCP listen to this ridiculous request, buff the suit, it becomes the newest FOTM due to its obviously ridiculously overpowered abilities, and then slam it with the nerf hammer after half the community ragequits? Serious question. Think this through very carefully. oh you mean how the AR is now? (note: a milita AR does base 425 dps, with the 10% buff all weapons got its true damage is 467. with 3 complex damage mods that quickly rises to 670 dps . now, think about a duvoule AR, with the basic 10%, 15% proficiency, and 2 complex mods it does 770-800 damage. with the 3rd mod it reachs damn near 900 dps.) A milita AR with the right gear con tanke out most of a squad up close and farther away. A duvoule can take out most of a squad in less than 4 seconds (with 2-3 damage mods the dps is 770-900, this can take out a heavy in 1.02 seconds and a scout in... dayum! in miliseconds {milita Ar verses fully decked out scout with 300+ ehp killed in .7seconds of milita AR fire})
Yeah AR's cut through heavy suits like a hot butter through a knife. We're the hot butter, trying to destroy the knife(AR's) but they stay far enough away that the HMG is useless and they can kill us while we maybe get one Forge blast out. |
|
calvin b
Molon Labe. League of Infamy
215
|
Posted - 2013.08.07 07:17:00 -
[281] - Quote
+1
News just in, new heavy suit will be released in 2020. Correction says here the heavy is the red headed step child no one wants and we refuse to answer any question pertaining to it. Next on action news 10 the nerfing of scout, tanks, dropships and anything that maybe relevant in killing or doing its job is it a scandal or is it just another way of saying everyone play AR or leave. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
63
|
Posted - 2013.08.07 22:13:00 -
[282] - Quote
i dont use all those modules and stuff...i run free stuff and i still pwn..
but thats because i was smart with my sp and put it into stuff that made my free stuff better! |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
40
|
Posted - 2013.08.09 07:39:00 -
[283] - Quote
Buh buh buh BUMP!
I like this game, barring any time I get protostomped. I like playing as a heavy but as much as I feel like a threat to infantry, I feel like even more of a threat to vehicles.
It's almost feels like we should be able to take some punishment because we can dish it out, but when I'm getting shot at I can't out maneuver (turning or running(and even behind cover)) so I end up standing there shooting hoping that I can take someone with me.
Granted there are weapons that may have a diffcult time killing us because we can take some damage (sniper rifles come to mind), we should be able to tank most damage, at least armor wise because shields seem to be more of a skill/equipment dependent type of protection. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
12
|
Posted - 2013.08.09 08:15:00 -
[284] - 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 agree completely , i couldnt express it nearly enough so i just quoted your post of wisdom :) |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
40
|
Posted - 2013.08.09 08:23:00 -
[285] - Quote
+ 1 * 10^100. |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
85
|
Posted - 2013.08.09 10:39:00 -
[286] - Quote
Master Jaraiya wrote:drake sadani wrote:+1 i wanted to try heavy this new build . but seeing all junk that has been done to them . ehh no. i would even go so far as to say make them useful . or get rid of them CCP maybe even give them a skill to harden defenses but it should slow them down more.
but really they have no reason to be here anymore unless they get a level shake Slow them down more? That's crazy talk bro! Heavies are slow enough trust me. The medium and light classes can walk backwards faster than heavies can sprint! Making us any slower would only further gimp us as a class!
Lol, armor tanking in general is bad as well, a friend had an arnor tanked gallente logi, and me in a minmatar assault can walk backwards faster than he sprints Scouts should WALK faster than a medium can sprint, and mediums should walk faster than heavy sprint. Armor needs to give the same penalty % across the board, shouldn't be penalized for using better stuff, and change penalty to stamina |
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2013.08.09 13:02:00 -
[287] - Quote
Nerf speed!?
You must be joking..?
My 'fast' heavy is around 50,000 ISK, has the basic stamina increase module, and a kinetic catalyser to give it slightly more speed, I use this for chasing people down to finish them off - and his base stats are something like 550 armour and shields (Dren Heavy with level 5 shield and armour skills), and it can move at a slightly faster pace, because of the speed focus and lack of armour tank, at around 3.5/4 m/s sprint and about 2.5m/s walking (sorry I don't have the exact stats)
My 'Best' heavy suit is around 150,000 ISK, it has a proto (basic - non sentinel) suit, the best proto HMG, 2 complex armour plates and an enhanced repper (almost at complex, but not yet), as well as 2 complex damage mods, now with the armour tanking, I have just short of 800 armour, but I can only move at 2.1m/s and around 3m/s sprinting - THAT is epically slow!
I understand the tanking slows you down, and I'm cool with that, but more of a buff, in line with what this thread was created with the intention of highlighting is a great idea.
With all complex mods - you should be well into the 1000's, not barely scraping 800 armour, plus the speed penalty is just frustrating, I live with it because I barely use my best heavy, but when I do, I absolutely own as log as I can get it into the right situation, my Fast is for general purpose disposable play, and my best is just awesome in the right circumstance - I think my best match was 22/5 and that was mainly mowing down guys who spawned in on a null cannon trying to stop me, we had a great time warring it out, they eventually got me though.
The heavies DO work at the moment, but this added resistance is a fantastic idea.
+1 |
Alena Ventrallis
Osmon Surveillance Caldari State
51
|
Posted - 2013.08.09 13:44:00 -
[288] - Quote
s long as headshots are unmitigated to reward snipers, I support this. If heavies can't move, then they should be able to sit their and soak up damage as opposed to evade it. |
D legendary hero
THE WARRIORS OF LEGEND
603
|
Posted - 2013.08.10 00:38:00 -
[289] - Quote
yeah headshots should remain the same because a skilled player should not be punished for using skill namely getting headshots.. but if someone is spraying and praying they should be punished aka the resistance.
if i as a heavy am standing out in an open field and a sniper headshots me i should be gone depending on my ehp.
JUST AS A SIDE NOTE: EVEN IF THE 30% WAS APPLIED TO HEADSHOTS MOST SNIPERS WOULD STILL KILL IN THE SAME NUMBER OF SHOTS.
only ARs would really be effected. and milita Shotguns. because proto shotguns would still take out a heavy in as few as 3-4 shots if they dnt miss. nova knives will still kill heavies.
basically everything that is a heaives weakness will still kill the heavy. however, the resistance will be more notable with ARs, SMGs, Scrambler rifles, Lasers, plasma canons, MDs, and snipers (without headshots), locus and flux grenades.
HMGs, forguns, all vehicle turrets, and missles etc will do the same damage. the resistance will on apply to small arms. and again shotguns, nova knives and good snipers shouldn't notice the difference. |
Patrick57
GunFall Mobilization Covert Intervention
19
|
Posted - 2013.08.10 00:45:00 -
[290] - Quote
D legendary hero wrote:yeah headshots should remain the same because a skilled player should not be punished for using skill namely getting headshots.. but if someone is spraying and praying they should be punished aka the resistance.
if i as a heavy am standing out in an open field and a sniper headshots me i should be gone depending on my ehp.
JUST AS A SIDE NOTE: EVEN IF THE 30% WAS APPLIED TO HEADSHOTS MOST SNIPERS WOULD STILL KILL IN THE SAME NUMBER OF SHOTS.
only ARs would really be effected. and milita Shotguns. because proto shotguns would still take out a heavy in as few as 3-4 shots if they dnt miss. nova knives will still kill heavies.
basically everything that is a heaives weakness will still kill the heavy. however, the resistance will be more notable with ARs, SMGs, Scrambler rifles, Lasers, plasma canons, MDs, and snipers (without headshots), locus and flux grenades.
HMGs, forguns, all vehicle turrets, and missles etc will do the same damage. the resistance will on apply to small arms. and again shotguns, nova knives and good snipers shouldn't notice the difference. AHEM Plasma Cannons? Seriously? THE INFO THAT THE GAME SHOWS FOR PLASMA CANNONS IS 1000+ DAMAGE. if they can kill you in one shot BOOH HOO. btw i did that yesterday ;) PLASMA CANNONS is the most fun gun in the game |
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D legendary hero
THE WARRIORS OF LEGEND
603
|
Posted - 2013.08.10 01:16:00 -
[291] - Quote
30% resistance to 1000 = 700. that will still one shot a weakened heavy. but heavies need all the love they can get because we are slow moving targets.
besides people complained when they got killed by flaylocks a Plasma cannon is basically the same thing...lol if it can one shot heavies. still the plasma cannon needs to get a better fix regardless. it should be able to one shot most suits.
if your GOOD and your plasma cannon ggets a direct hit the impact and splash will still 1 shot a heavy. but killing a heavy with a light weapon in 1 shot... beats the point to it being heavy |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
62
|
Posted - 2013.08.13 01:52:00 -
[292] - Quote
B U M P
Heavies should at least get access to the vehicle damage resistance mods or something(troll)....
Like, people should be avoiding CQC with heavies just because of our "tankability" unless they're sure we're stupid heavies. They should be engaging us outside of the HMG's effective range (exceptions would be SG or NK ninjas, they have to get right up on us or risk being dissolved in a wall of bullets) or spamming explosions hard (which it turns out most people do anyway) to get us because we even have the most melee damage (unless you're stacking Myofibril stimulants(that guy was boss))
Basically, at this point, as a fully ADV heavy I can get taken out by a militia assault rifle because they can move faster than I turn.
Also, why do smaller suits have more slots for modules? One would think that because the Heavy suit is bigger it should have more module slots, especially with the absence of equipment slots. (stacking mods already makes logi shield tankers pretty hard to kill what with their regenerative capabilities) |
D legendary hero
THE WARRIORS OF LEGEND
626
|
Posted - 2013.08.13 03:38:00 -
[293] - Quote
indeed, i mean seriously a milita AR killing my heavy suit in 3.4 seconds unmodded, without proficiency, in 46 bullets? that literally means, with a STD AR spraying and praying close enough with nor damage boosts my heavy is dead in seconds.... whats the point of low mobility is their is no high ehp and resistance?
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castba
Penguin's March
74
|
Posted - 2013.08.13 03:39:00 -
[294] - Quote
D legendary hero wrote:30% resistance to 1000 = 700. that will still one shot a weakened heavy. but heavies need all the love they can get because we are slow moving targets.
besides people complained when they got killed by flaylocks a Plasma cannon is basically the same thing...lol if it can one shot heavies. still the plasma cannon needs to get a better fix regardless. it should be able to one shot most suits.
if your GOOD and your plasma cannon ggets a direct hit the impact and splash will still 1 shot a heavy. but killing a heavy with a light weapon in 1 shot... beats the point to it being heavy Disagree, if someone is good enough to one shot me with the Plasma Cannon (I have been downed by a PLC twice - in the same match no less - but I was weakened by ARs prior), so be it I have no issue with this in the same way that light and medium suits should have no issue with being one shotted by my forge if I am good enough to land a direct hit (I only play for direct hits) |
D legendary hero
THE WARRIORS OF LEGEND
626
|
Posted - 2013.08.13 03:48:00 -
[295] - Quote
^^if its a direct hit the 1000 direct hit ddamage and all the splash damage will apply killing my heavy anyway....lol. plus, i am hoping CCP buffs plasma cannons soon. if they do this resistance won't be a problem. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
70
|
Posted - 2013.08.13 03:49:00 -
[296] - Quote
castba wrote:D legendary hero wrote:30% resistance to 1000 = 700. that will still one shot a weakened heavy. but heavies need all the love they can get because we are slow moving targets.
besides people complained when they got killed by flaylocks a Plasma cannon is basically the same thing...lol if it can one shot heavies. still the plasma cannon needs to get a better fix regardless. it should be able to one shot most suits.
if your GOOD and your plasma cannon ggets a direct hit the impact and splash will still 1 shot a heavy. but killing a heavy with a light weapon in 1 shot... beats the point to it being heavy I agree, if someone is good enough to one shot me with the Plasma Cannon (I have been downed by a PLC twice - in the same match no less - but I was weakened by ARs prior), so be it I have no issue with this in the same way that light and medium suits should have no issue with being one shotted by my forge if I am good enough to land a direct hit (I only play for direct hits)
You're both making the same point, so I fixed that for you.
But yeah, the FG should OHK on a direct hit on any one. The Plasma Cannon should put even proto heavys into the red if they get a direct hit(if they're not stacking"lol" mods) , that way the PC'er could just finish it off with their side arm. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
70
|
Posted - 2013.08.13 03:52:00 -
[297] - Quote
D legendary hero wrote:^^if its a direct hit the 1000 direct hit ddamage and all the splash damage will apply killing my heavy anyway....lol. plus, i am hoping CCP buffs plasma cannons soon. if they do this resistance won't be a problem.
Does splash damage happen if it's a direct hit? Like if a gun had 1800 direct and 200 splash the total damage would be 2000? |
D legendary hero
THE WARRIORS OF LEGEND
626
|
Posted - 2013.08.13 03:55:00 -
[298] - Quote
Interplanetary Insanitarium wrote:D legendary hero wrote:^^if its a direct hit the 1000 direct hit ddamage and all the splash damage will apply killing my heavy anyway....lol. plus, i am hoping CCP buffs plasma cannons soon. if they do this resistance won't be a problem. Does splash damage happen if it's a direct hit? Like if a gun had 1800 direct and 200 splash the total damage would be 2000?
infact it does because the blast radius is spherical upon impact the projectile causes the 1800 per say, and the splash does the 200 as well, due to hit detection and server client lag, sometimes only the splash counts or only the direct hit. 1.4 and 1.5 are supposed to remedy those however.
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
70
|
Posted - 2013.08.13 04:06:00 -
[299] - Quote
key word being "supposed." I wish a dev would at least either say "No!" or "Dropsuit balance is going to be looked at."
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