|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KOBLAKA1
Opus Arcana
87
|
Posted - 2013.06.26 15:42:00 -
[1] - Quote
What is the ETA of new heavy weapons? and/or their current level of development? (DEV reply please)
[begins to beat dead horse] So there's been a lot of complaining about commando (myself included), but part of the problem is Heavies are regularly shafted in terms of content, and this suit MAKES us spec into light weapons (not that i dont have a SCR already). Assault rifles have ALL their place holders as stated by CCP. Where are Heavy Weapon Anit-Infantry placeholders? Light weapons have swarms, plasma(lol)cannon, and Mass-driver (kind of a stretch) for AV. Plus lighter suits get AV nades. We have just the forge gun for AV. It cant be just me that sees this as biased. i havent even heard mention of other Heavy weapons. I LOVE playing heavy but how about some variety for us that isnt a fail souped-up assault?
(Sorry if this is a repost didn't find anything using search) |
KOBLAKA1
Opus Arcana
87
|
Posted - 2013.06.26 16:02:00 -
[2] - Quote
http://i.imgur.com/ecn46Er.gif but DUST style |
KOBLAKA1
Opus Arcana
88
|
Posted - 2013.06.26 16:55:00 -
[3] - Quote
Orion Vahid wrote:Maybe give HMG a range longer than 2 feet first
I agree hmg range sux and makes no sense but I think some variety would alleviate a lot of our frustration |
KOBLAKA1
Opus Arcana
90
|
Posted - 2013.06.26 21:13:00 -
[4] - Quote
CCP Y U NO TALK 2 US? |
KOBLAKA1
Opus Arcana
90
|
Posted - 2013.06.26 21:22:00 -
[5] - Quote
A'Real Fury wrote:How about a large scale flaylock but with larger rounds but slower loading. Kinda like an RPG but with 3 rounds. Would maker sense as a Caldari Heavy weapon. They like their missiles. |
KOBLAKA1
Opus Arcana
91
|
Posted - 2013.06.26 22:49:00 -
[6] - Quote
Chunky Munkey wrote:jamstar saa187 wrote:BTW am i the only one that the "light Weapon Heavy' is lost on?
what is the point of this suit, if you can simply equip your Light weapon to a regular Heavy suit? (im not trolling, i genuinely don't see the reason for this suit) Think of a sniper with a full view of the field, who just so happens to have a swarm launcher to spare. Or an AR user with a spare Plasma cannon so they don't need to run AV nades. Two SRs? Heat one up, then switch to the other for sustained fire. Sniper & AR for self defence. Two Tacs: never need ammo again. I see what you are saying but then why not a Heavy and Light weapon slot? We lose ehp and mod slots wheres the reasoning for this? if we got the heavy nd light weapon slot then it can be explained away as power diverted from shields and module systems. I'll do math when i get on later but im pretty sure Heavy weapons require more cpu/pg than light weapons. So in essence just upgrading the sidearm slot and gaining one equip slot at the expense of ehp and modules that seems way more fair an legit than the current loadout. |
KOBLAKA1
Opus Arcana
92
|
Posted - 2013.06.27 00:24:00 -
[7] - Quote
shameful PS2 bomber aftermath bump |
KOBLAKA1
Opus Arcana Covert Intervention
98
|
Posted - 2013.06.27 21:27:00 -
[8] - Quote
So you got that commando thing off your chest, now moving on to useful content any, update on other heavy weapons please? |
KOBLAKA1
Opus Arcana Covert Intervention
115
|
Posted - 2013.06.28 13:12:00 -
[9] - Quote
Anyone got a date on when actual heavies are getting new content, be it racial suit or weapons? |
KOBLAKA1
Opus Arcana Covert Intervention
130
|
Posted - 2013.06.30 03:21:00 -
[10] - Quote
Found this:
CCP Remnant wrote:Etero Narciss wrote:CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. I have a question about the bolded part: So when the remaining two do release, will the two relevant Assault variants be removed? They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
So AR users know they are getting 16 different variants of the assault rifle for anit-infantry use. Heavies have 3 (hmg, assault, burst) and NO KITTEN CLUE what their other 13 will even remotely look like. Diddo for AV. Can we get some Dev love in they way Remnant did for ARs? K thanks |
|
KOBLAKA1
Opus Arcana Covert Intervention
146
|
Posted - 2013.07.01 17:10:00 -
[11] - Quote
bump with an idea for you CCP https://forums.dust514.com/default.aspx?g=posts&find=unread&t=90647 |
|
|
|