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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 21:50:00 -
[1] - Quote
i just finished playing for 3 hours (to thuroughly test out the patch and HMG) with a squad and every match we encountered caldari logisitics with over 1000 EHP.
i fought one guy in a caldari assault suit (or logi i dnt quit remember but it was proto) who had 588 shield and 417 armor. i faced advanced caldari suits with 780ehp. my heavy suit only has 466 and 425 shield/armor respectively. i dnt put plates because the penalties are far too great.
A. problems with the HMG: extremely low damage, and high inaccuracy
solution: damage per shot and total DPS. the base damage must be increased to AT MINIMUM SMG damage per shot (25+), if not at max assault rifle damage per shot (34+). this gun isnt doing enough damage at its optimal range, i am still being out gunned by ARs, and SRs. in close range im beat by everything and at long range too. A buff even to 34 damage per shot is balanced by the HMGs:
1. range 2. dispersion 3. reload speed 4. over heating 5. recoil
external balancing factors are:
1. all suits increased movement speed, 2. other suits ability to disengage at anytime. (explained below)
B. problems with heavy suit:
the slow movement speed, turn speed, and extremely limited slots makes this suit ineffective against all but milita gear even at the proto level. enemies can easily engage and disengage the heavy at anytime regardless of what weapon he is using. making the suit a liability to the team rather than an asset.
solution: 1. increase turn speed to that of all other suits. add more high and low slots to be on par with the assault suit of the same race, or 1 less than the logistics suit of the same race. 2. give the suit a 25% base resistance to damage with an increase via leveling up the heavy suit (basic,sentinel, commando, etc) to a max of 35-45% resistance to small arms fire.
this is balanced the fact that other suits have an extreme advantage in movement speed, jump height and over all mobility. and since other suits can reach the same EHP or greater than that of a heavy without sacrificing speed. the heavy should be able to counter act this with greater defense, and turning speed. inaddition to a better slot layout allowing for a more versitly soldier.
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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 21:57:00 -
[2] - Quote
^^im afraid i can't take you seriously when you run caldari logistis with duvoule. |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:00:00 -
[3] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. Ignore him. It's obvious he wants the HMG to be an AR, only better in every way.
are you serious? ya know what ok, i'll give you the benefit of the doubt. i want you to do me a favor. put 50,000 SP (you can get that in 2 days or so, playing casually, of 5 games playing seriously). put that into HMGs. just get a STD one.
now put that on a militia suit, fit it out how you like. and use it. use it for 3 days, and then tell me what you think. please.
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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:15:00 -
[4] - Quote
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... :( |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:24:00 -
[5] - Quote
nukel head wrote:I didn't read the whole post honestly, but I stopped reading when you were basically saying that your lower level and non armored heavy suit lost to a proto assault. Why wouldn't it?
i'll stop reading here. what is the difference between a proto heavy and a std?
let me answer that for you. adv basic you get 2 high and 2 low slots. what can you do with that? now compare those possibilities to a meduim frame of the same lvl. the proto gives you 2 high and 3 low. that is a joke. you can't reach anywhere near the ehp of other suits. and even the suits with lower ehp, can recharge everything twice as fast, and can move without penalty.
remember heavy suits can't shield tank because the sheilds recharge way to slow and they can't disengage targets, nor can we bunny hop infinitely. on top of that we need those slots for complex damage mods because the HMG does so little damage. armor tanking makes us so slow that we can't even move. logi's cant even rep us fast enough because enemies do so much damage and can easily out flank you.
heavies have plenty of balancing factors. of which i aforementioned so i suggest you start reading that OP.
please tell me what disadvantages do caldari logs with duvoules have? what disavatanges do the assaults have? what about the minmintar variants? what are their disadvantages?
can you even think of any? please post of you can.
(im only using basic because the sentinel is laughable at best).
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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:40:00 -
[6] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote:Cat Merc wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. Ignore him. It's obvious he wants the HMG to be an AR, only better in every way. are you serious? ya know what ok, i'll give you the benefit of the doubt. i want you to do me a favor. put 50,000 SP (you can get that in 2 days or so, playing casually, of 5 games playing seriously). put that into HMGs. just get a STD one. now put that on a militia suit, fit it out how you like. and use it. use it for 3 days, and then tell me what you think. please. Allow me to grace you with a logical answer. You are suggesting over a 50% damage buff to the HMG. Right now, the HMG has significantly higher damage output than an AR, balanced by the dispersion. The range was previously a problem, but this has been much improved by the range fix in Uprising 1.2. The length of this post shows that you didn't consider the effect of 1.2 - it's too long and it was posted too shortly after the patch to have been the product of careful, up to date testing. If you buffed the damage of the HMG by 50-80%, it would completely decimate literally everything in a second, including other heavies. Recoil does not balance this - recoil on the HMG is hardly a concern. Overheating does not balance this - you are an awful player if you overheat your HMG. Reload speed does not balance this - you have a gigantic clip size. Range does not balance this - This has been improved significantly with 1.2. Dispersion is the only thing that might come close to preventing that from being completely overpowered - except, of course, the damage output is so high that you reach AR level dps at that range even if the target is only slightly in the reticule. The HMG may need some tweaking, but nothing nearly that drastic. Your numbers are horribly biased and taken from outliers from the other classes whilst comparing it against the weakest examples of your own class. In addition to this insane HMG buff, you suggest making heavies much more durable. I agree with the turn speed issue, but your suggestions drastically increase the survivability of heavies. ~40% resistance to small arms fire is a huge bonus - and you're suggesting adding more slots on top of that. Consider this: If your proposed 'fixes' went through, why would anyone use anything other than a heavy?
1. over heating is a serious issue when you need over 400+ rounds to break through 500 hp of bunny hopping, and highly evasive shields. 2. 8 second reload is a balancing factor. a militia AR without damage mods, the blank 10% or 15% from proficiency does 425 dps thats 850 damage in 2 seconds. to put that in better terms in 27 bullets 945 damage is done. that is the militia variant. mind you, you can not run away or take evasive maneuvers. you better have a decent secondary and even with the faster switch you stll disadvantaged verse an AR. 3. range. Ars got the buff too... so although it is better (which is why i haven't sighted it as a problem) its a mute point. 4. turn speed again is a huge problem.
it all boils down to the damage. even if it did the same damage to shield as it does to armor id be happy. but an increase in damage per shot is necessary, when ARs do comparable damage at a longer range, with a fast reload, higher accuracy, they never over heat, are dirt cheap, require almost no SP to start using, and can be used to do almost anything in the game.
considering that with a logistics suit but especial caldari you can get ehp equal to or greater than a heavy and there is no penalty for it.
in light of this why wouldn't everyone just us an AR and a logistics suit? oh... wait... they are.
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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:43:00 -
[7] - Quote
nukel head wrote:D legendary hero wrote:Cat Merc wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. Ignore him. It's obvious he wants the HMG to be an AR, only better in every way. are you serious? ya know what ok, i'll give you the benefit of the doubt. i want you to do me a favor. put 50,000 SP (you can get that in 2 days or so, playing casually, of 5 games playing seriously). put that into HMGs. just get a STD one. now put that on a militia suit, fit it out how you like. and use it. use it for 3 days, and then tell me what you think. please. Interesting. If the HMG is so terrible and the AR so epic...why don't you just use the AR? Last time I checked it would fit into that big muscley heavy weapon slot just fine. Would only take a day or two worth casual play to skill into those as well.
ARs and heavy suits are ok. but i specc'd into them and it only proves my point. infact your post here only proves my point. if the only way to compete is to do what everyone else does, then its OP, or every thing is UP. |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:47:00 -
[8] - Quote
Quote:
Thank you for making a suggestion. That said, I think HMG are designed as a defensive tool not offensive. They are designed for close contact at objectives.
Did you get a chance to try the Commando suit, which is a Heavy designed for mobility and mid range engagements? If so what are the results?
i didn't specc into it. a freind of mine did. he put a plasma cannon on it and a shotgun. but, you didnt really use it he just ran around in his tank and got orbitals all by himself that was amazing. back to the point...
we were looking at the state=s and the cost of the suit combined with the lack of slots disintrested me right away. the different combination of light weapons is nice, but only for people who specced into light weapons. |
D legendary hero
Strong-Arm
255
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Posted - 2013.07.02 23:02:00 -
[9] - Quote
^^seriously, have you tried hitting people with this wacky aimming system using an HMG. on top of that i have to put my sensitivety up to 10 to get any turn on this thing, and the fact that movement speed was increased makes hitting people near impossible.
remember that 500 shield is resistant to bullet projectiles, and stile recover shwile being shot at. yes, if i shot the shield tankers shield the recharge timer starts after the first round hits, by bunny hoping and two step strafing, considering that they recharge 25 hp per second, and i do only 18 damage per shot, they can effectiely heal back at a rate higher than i am damaging.
people look at the paper numbers "oh proto hmg does 660 dps.. herp derp", but when all the factors are lined up its pitiful.
a GEK AR with just the blanket 10% does 490.9 dps. that only requires 170,000 SP. in less than 3days you can get a weapon that damage coparable to an HMG. in 2 seconds you've done 982 damage. so you heavy survies 1 second longer than your average troop if neither move. but because other units are more mobile, the heavy suit actually dies faster.
if the ehp where raised too high the heavy suit would be OP. but the damage increase and resistance i proposed are the only ways (without nerfing everything else) to make the heavy a usible suit. |
D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:14:00 -
[10] - Quote
KOBLAKA1 wrote:So having played a good chunk of the day today, HMG does get outperformed at range, and its still pretty shite unless they are only a few feet from you. However, it doesn't need AR damage per bullet. It should follow the SMG path of per shot progression of damage. "but you have an assault hmg thats what thats for if you want range"... it does less damage the Assault SMG does more damage... Why should it follow SMG damage progression? because they are both a Minmatar weapon. It makes zero sense that a smaller weapon would do more damage than a bigger one (Sub vs Heavy MG). At minimum they should be using the same bullet, if not a bigger one for the HMG. Bigger = more damage its physics and it applies cuz these are ballistic weapons. Now if we got this damage increase we wouldn't need a range increase falloff would do its job and at range we would do less damage. (to be perfectly fair its an HMG go goolgle them by all rights they should outperform most guns just be bulky and have crappy accuracy because of that bulk since they are uually attached to bases/vehicles [of course if we had more AI weapons maybe a gun that doesnt spool up to obtain accuracy would do more damage but thats on CCP not us])
As for the heavy suit itself if hmg dmg went up a lot of bitvhing about the heavy suit would disappear. The problem for why we feel so weak is long we have to shoot someone to kill them. While we are shooting our gun we slow down,and the moment we spool it down we loose accuracy. Conversely if we had more suvivability we wouldnt feel a need for HMG buffs.
Finally the commando, the commando is not made for brawls whatsoever. When trying to fight front line style it gets owned. It just nor fast enough and has no way to boost ehp significantly (2 his and 1 low at PROTO) so its again an issue of we have to pick damage or tank. Whereas other suits can fit 1 or 2 damage mods plus a tank. "wah wah it has higher ehp" garbage its still the second to last slowest suit, same turn speed, same hitbox. So an increase to tank would help it (ie damage resistance rather than 2% module efficiency when it only gets 3 modules...[a whole other can of worms]) The commando accels in a LAV or camping. I went 9/2 13/2 7/4 and 11/3 while cruising in an LAV and jumpin out to kill loners or swarm other LAVs/vehicles.
Edit: meant to add a caveat for the google comment, I'm not trying to compare it to modern day weapons, Im simply using english to define something (well technically 2). If its not an HMG then they need to change its name. Same with the heavy suit description because unless everyone is running MLT (the heavy and tanks included) it does not live up to its description.
^^agree 110%
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D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:15:00 -
[11] - Quote
Dj grammer wrote:D legendary hero wrote:^^I'm afraid i can't take you seriously when you run Caldari (bunny hopping) logistics with duvoulles. to add to what D legendary said I cannot take any Caldari Logistics Dropsuit seriously since people run around in them like an assault suit instead of what they are intended for or that they recharge their shields faster than anyone. I will admit I am an AR user but MAJORITY OF THE DUST PLAYERS USE AR's. Why? It is the only gun that can tear though shields and armor evenly and easily. This game is a joke at this point (having 7.4 million SP, 3.23 KDR, 774,397 WP and still get my ass handed to by people proto stumping in public matches). I heavily look down upon people Prototype stumping in public matches (mostly Caldari Logistics or anything for that matter) with little no effort put into the game (please do not suggest way of stopping this because everyone said the same old story and dance). I already foreseen the future for this game. BF4 and COD are just going to take over in November leaving Dust behind with the dust of failure.
leaveing dust in the dust...hahaha |
D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:28:00 -
[12] - Quote
Bears Beets wrote:OP I can tell you're very hardheaded and set in your ways. I don't want to insult you, but as a Heavy I can safely say that most of your argument has very little to do with Heavies as a whole and more to do with the fact that every so often you can't compete with people who have put in the time and money to get twice as much SP as you.
I would suggest skilling up Armor Upgrades and Shield Upgrades. That'll get your base shields and armor to 506 each. That alone will boost your performance quite a bit. Try out Damage Modifiers. Try different loadouts and tactics.
I feel where you're coming from, but your arguments are only backed by your personal experience and your suggestions are a bit drastic.
i run complex damage mods on all my heavy suits as it is the only thing that makes the weapon do any damage. i have procifiecny at lvl5 so, thats a 35% increase to my base damage. (the adv suits has 2 complex mods, so thats 42% increase indamage). since everyone is shield tanking so hard...
i started leveling up my shield and armor. they are currently at 3 and 2 respectively. but i doubt the extra increase in base will make that big a difference when people are already doing large chunks of damage to me. every match a plyed today were full of people in caldari assault and logistics suits bunny hopping around with ARs and assault scramblers.
with the pathetic slots heavies get we can't tank nearly as hard as everyone else, and the speed reduction is crippling. shield tanking is possible but not as effective as everyone else. (with proto sheidl regs and proto extenders its possible but the lower than average shield recharger rate (when it starts healing) only makes this average outwith a meduim frame who can hybrid tank (yes armor and shield tank) with twice the speed.
the increase in player movement speed doesn't help either.
the only heavies who dnt complain about this are the ones who are in corps that run all proto gear with several proto assaults per squad. but, when your squad is chaulked full of proto logi's with ehp that high and ARs, your bound to get assists or kills thanks to their high dps. the same proto heavy in a reg squad would still die to militia ARs.
i have done it, i have seen other people do, and i have had it done to me. you have had it done to you too.... you must agree something must be done |
D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:32:00 -
[13] - Quote
George Moros wrote:IMHO, the reason HMG heavy is viewed as underpowered in it's current state is because it's intended role on the battlefield is wrong. HMG heavy is forced to go mid-close range to be effective, and this is not what it's supposed to be doing. He should play the role of LMG soldier in RL infantry (I'm sure someone already mentioned this on the forums, but can't remember who).
that was me who mentioned it in the thread "the HMG/heavy is not meant for point defense". ...lol
wrote:
HMG heavy should be able to:
Effectively lay suppressive fire on the enemy at medium to long ranges. He should actually prevent the mid-close range enemy from getting too close to him and his squad mates, and help his mid-close squad mates get closer to the enemy. Heavy suit should have enough tank to withstand enemy fire from medium-long ranges, at least long enough to spray enough bullets to make the enemy take cover. A HMG should be accurate enough to aim and hit someone at medium ranges. This does not mean AR accurate, but accurate enough that any non-heavily tanked enemy will either immediately have to take cover, or risk death. At long ranges it should be able to at least spray the area with bullets, providing some sort of covering fire / area denial.
HMG heavy should not be able to:
Excel at CQC. Although it's slow movement / turning speed have already pretty much taken care of that, there are still people who think a HMG heavy should be a CQC brawler, and whine about heavies being too slow / inert / undertanked. A heavy suit should be WTFPWNED by a shotgun scout IF he gets in close. That is pretty much already true if a scout player has decent skills and knows what he's doing. Also, HMG heavy should not be a solo-pwnmobile. He should play a squad support role. A HMG heavy should need his squad mates as much as his squad mates need him.
So, basically, most of what's needed is already there, except the horribly short range of HMG, and maybe enough accuracy to really be effective at mid range.
agree. but damage is a serious factor as well. real LMGs fire the same rounds as ARs, and HMGs bigger rounds. the damage per shot of the HMG in dust should at minimum be the same as a SMG, if not slightly less than an AR.
this won't affect ARs because ARs already do ridiculous damage. |
D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:34:00 -
[14] - Quote
Aizen Intiki wrote:Meanwhle you're still making a profit........
when is it every fair that a milita suit can completely out class a proto suit? ...lol if you used heavy i would WTF pwn you with STd gear too. dnt beleive me we can try it out...lol |
D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:34:00 -
[15] - Quote
Nocturnal Soul wrote:D legendary hero wrote:i just finished playing for 3 hours (to thuroughly test out the patch and HMG) with a squad and every match we encountered caldari logisitics with over 1000 EHP.
i fought one guy in a caldari assault suit (or logi i dnt quit remember but it was proto) who had 588 shield and 417 armor. i faced advanced caldari suits with 780ehp. my heavy suit only has 466 and 425 shield/armor respectively. i dnt put plates because the penalties are far too great.
A. problems with the HMG: extremely low damage, and high inaccuracy
solution: damage per shot and total DPS. the base damage must be increased to AT MINIMUM SMG damage per shot (25+), if not at max assault rifle damage per shot (34+). this gun isnt doing enough damage at its optimal range, i am still being out gunned by ARs, and SRs. in close range im beat by everything and at long range too. A buff even to 34 damage per shot is balanced by the HMGs:
1. range 2. dispersion 3. reload speed 4. over heating 5. recoil
external balancing factors are:
1. all suits increased movement speed, 2. other suits ability to disengage at anytime. (explained below)
B. problems with heavy suit:
the slow movement speed, turn speed, and extremely limited slots makes this suit ineffective against all but milita gear even at the proto level. enemies can easily engage and disengage the heavy at anytime regardless of what weapon he is using. making the suit a liability to the team rather than an asset.
solution: 1. increase turn speed to that of all other suits. add more high and low slots to be on par with the assault suit of the same race, or 1 less than the logistics suit of the same race. 2. give the suit a 25% base resistance to damage with an increase via leveling up the heavy suit (basic,sentinel, commando, etc) to a max of 35-45% resistance to small arms fire.
this is balanced the fact that other suits have an extreme advantage in movement speed, jump height and over all mobility. and since other suits can reach the same EHP or greater than that of a heavy without sacrificing speed. the heavy should be able to counter act this with greater defense, and turning speed. inaddition to a better slot layout allowing for a more versitly soldier.
alright solution to problem B go to options and increase your X-interval/sesivtivity like all the other tankers
already have it on max X and Y
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D legendary hero
Strong-Arm
267
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Posted - 2013.07.03 18:16:00 -
[16] - Quote
ChromeBreaker wrote: LOUD NOISES!!! Heavies are overpowered the guy carrying a minigun out gunned my AR... STD assaults aren't as good as Proto heavies ARs need to do just as much damage as HMGs (the first month of uprising) Heavies have too much tank... and can do too much stuff, they a gonna be fat assualt suits... wah wah Heavies are still too fast... *runs to mom crying* ... these are the same exact complaints that assualts and ARs have been saying and look what happened...lol CCP listened to them and ruined the game. they were upset that the heavies the counter infantry were doing the job, and so we were nerfed to 12 damage per round, with no range. then they increased it to 18, but gave a blanket 10 across the board to ARs as well. with thier superior range and similar firepower the purpose to the HMG became lost. most of the problems we have right now, save the caldari logi's would be resolved if the HMG was a threat and could supress like they used too. granted sharpshooter made the AHMGs range rediculous (although it was really that combined twith no stacking penalty on complex damage mods), but the used thor's nerf hammer to crack down on heaves like crime in the 'hood'. wrote: sorry forgot the 35% increased hp against small arms ... so 1600hp that is repped faster on top lol
in the description of the suit it speaks about resistance to small arms fire.
now assaults have had their way and they literally are the heavies now, they have just as much ehp, do just as much damage, have twice as much range and can pretty much do everything better. think that is an overstatement. please tell me, what can a heavy do that an assault or logi suit can't do better? |
D legendary hero
Strong-Arm
270
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Posted - 2013.07.03 18:24:00 -
[17] - Quote
Skipper Jones wrote:With the unnecessary amount of range that CCP gave everybody. You guys don't need a buff
im not really complaining about the range. in fact the range for the HMG is perfect in as much as anymore and it would be OP (by OP i mean AR users will scream at me for hitting them accurately that far)
i could use alot more accuracy after the spooling is in full swing (even with the range the accuracy is **** poor, the spooling is supposed to make it more accurate)
the damage is the biggest problem, because hitting people farther away is nice but having no stopping power defeats the point to engaging them as heavies can't disengage at will like faster suits. |
D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 02:37:00 -
[18] - Quote
low genius wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. agreed. obviously the ar is a better weapon, but the hmg serves it's purpose, and does a better job now that it can hit at range. to the op: tl;dr
what does tl:dr even mean? |
D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 03:00:00 -
[19] - Quote
KOBLAKA1 wrote: Again it shouldn't be its a jack of all trades not a master at heavy slaughter. 1 of 3 things need to happen: buff to dmg, range, or heavy survivability.
Agreed. i never wanted and still dnt want the HMG to be overpowered. but, is it to much t ask to make th eHMG as good at what its supposed to do as an AR? lol
think about it ARs have similar dps to a HMG with no draw-backs, the HMG does only marginally better DPS compared to the AR with so many down sides its outclassed.
basically the AR just plain outclasses the HMG in every respect. the HMG needs to have that high damage to give it a purpose.
this is a GEK ARs dps without damage mods, the blanket 10%, or proficiency. 469.75
if someone wanted to for go shield tankng to use damage mods on a proto suit, with 4 complex damage mods, the blanket 10% and proficiency (this isn't too farfetched because many people have proficiency in ARs and use complex mods) that dps becomes 469.75 and an additional 53% damage to a total of 718.2 dps.
if someone wanted to use their AR as an HMG they could easily do so.* And because the AR is so accurate you can drop people instantly. but offcourse, most people would rather tank as hard as a heavy instead of doing this (although they could use the mods and armor tank) so they stack shield extenders and regulators, and just slap a GEK on their suit and wala... 588 shields, that replenish instantly no movement penalty and a gun that in less than 2 seconds can do the same damage as an HMG.
*if your wondering for comparisons sake the HMGs max damage potential ill tell you. the ADV HMG does a total of 630 dps without damage mods proficeiny or blanket 10%.
with 2 damage mods (the max possible on a HVY suit), 10% and 15% proficiency, i do 900.9 dps. when you subtract the bullets that dnt hit do to dispersion that number does dwon really fast (at 35% disperion thats 315dps that hits the ground around your target, effectively reducing you effective dps to 585)
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D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 07:05:00 -
[20] - Quote
KOBLAKA1 wrote:Artificer Ghost wrote:Only thing they need to do with Heavies is MAYBE increase damage resistance, so they can do their job, and tank it. They were meant to be a type of defender. Now they're being re-purposed for just amazingly terrifying Assaults (Given you have enough HP in it...). commandon't is in no way terrifying lol it still slow, and is no use in a brawl, its for fringe of batle use only. 612 hp is not anything in a heavy frame with a huge hitbox and still slower than everyone else by about .7 or 8 edit: im not saying it doesnt have a place but its place is headhunting in an LAV (gek+swarm+LAV+Commandont STD=22-3)
its a nice i dea, but its kind of a waste of ISK and SP in that it costs much more than a regular suit.
My 'dren' caldari suit with 1 militia shield extender, 1 complex damage mod, and 2 basic plates has more ehp and fire power than the commando suit. the suit won't survive longe enough to use its second primary. |
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D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 07:07:00 -
[21] - Quote
Stile451 wrote:D legendary hero wrote:what does tl:dr even mean? Too long; didn't read.
thanks |
D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 07:07:00 -
[22] - Quote
Eno Raef wrote:Maybe CCP will eventually make the heavy suit the only suit capable of having massive amounts of HP. I don't know why CCP allows medium suits the capability to run so much HP. You don't need a slow heavy defender when you can just as easily defend with a medium suit with massive HP.
I feel bad for heavy suited players. Increase the high power slots on the heavy to stack more complex damage mods, that might be what's needed. Give players a reason to fear the heavy suit.
Agree one hundred percent. |
D legendary hero
Strong-Arm
273
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Posted - 2013.07.05 05:05:00 -
[23] - Quote
Mobius Wyvern wrote:Cat Merc wrote:Arkena Wyrnspire wrote:I'm afraid I simply can't take you seriously when you suggest a damage buff that drastic. Ignore him. It's obvious he wants the HMG to be an AR, only better in every way. Typical. I got into a match where my entire team got BRUTALLY ASSRAPED by 4 Sentinels who stayed around each null cannon terminal in the city (there were 3) and only attacked people at close range. HMGs are not under-powered. Analyze how you're using them, and I think you'll see the problem is with you.
thats funny, because my team got WTF pwned by an enemy team full of caldari logs with over 900 ehp. in fact every match i played since ISK transfers became a thing, i've faced nothing but caldari logis that completely owned my heavy suit. in fact, i one v oned a guy named firehouseHD, who out gunned my HMG with a duvoule in close quarters killing my with a total of 1001 damage in less than 2 seconds. you even told me that he only had lvl three AR proficeincy.
i can't even get mad at him. obviously the caldari suits are ding what they need to do. but my heavy needs a buff.
@the guy wanting me to compare the heavy suit proto to an assault/meduim suit proto.
ok, i already showed that a milita Ar has comparable damage to an HMG, now i will show that the proto heavy suit is nothing to a STD meduim frame. (for the ease of comparison we will not factor in the skills that increase shields or efficacy. assume either both have them max or neither has them max)
ref. (210 shield 120 armor caldari base) (basic heavy base 405/405) (commando 250/250)
MEDIUM FRAMES
*STD caldari meduim frame= 2 high and 2 low slots. (nonracial) 2 x complex shield extenders = 132 2 x complex armor plates = 230
342/350 total ehp = 692
ADV caldari medium frame = 3 high and 2 low (non racial) 3 x complex shield extenders = 198 2 x complex armor plates = 230
408/350 total ehp = 758
proto caldari medium frame = 4 high and 3 low (non racial) 4 x complex shield extenders = 264 3 x complex armor plates = 345
474/465
total ehp = 939 ehp^
^including the proficiencies and everything this number clears 1000 ehp
HVYs
Basic proto heavy= 2 high and 3 low 2 x complex shield extenders = 132 3 x complex armor plates = 345
537/745 total ehp = 1282
sentinal proto heavy= 1 high and 4 low 1 x complex shield extenders = 66 4 x complex armor plates = 460
471/865 total ehp = 1336
Conclusion
As you can see the ehp of caldari gear comes so close to that of heavy gear at every level that heavy gear becomes obsolete. the standard caldari non-racial medium frame can easily out clase the commando suit. and the heavy suit with its extremely low mobility, turn speed, and large hit box only has about 200-300 more ehp to show for it. which in terms of dps and ARs amounts to 1 more second of fire that is required.
since the heavy is easy to hit, the suit is obsolete.
problem?
*commando is useless... commando proto= 2 high 2 x complex shield extenders = 132
382/250
total ehp = 632
The commando is a failure as with a caldari medium frame (none racial), 2 basic shield extenders, 1 reactive plate and 1 basic armor plates gives you just as much (slightly more) ehp than a commando suit (if i put 2 basic armor pplates my ehp becomes much higher than commando base hp). if i have the skills into increasing basic shield and armor my ehp does higher.
and just so that you know the commando suit doesn't get any slots until it reaches the proto lvl and even those are lack luster.
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D legendary hero
Strong-Arm
273
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Posted - 2013.07.05 05:06:00 -
[24] - Quote
BL4CKST4R WarRavens League of Infamy Likes received: 302 #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
Armor/Shield balance needs to be balanced at the suit level first, then work on buffing the armor modules themselves. Doing so would move the Amarr and Minmatar to the top of the OP list, while balancing the Gallente and Caldari in the bottom end. |
D legendary hero
Strong-Arm
293
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Posted - 2013.07.09 16:06:00 -
[25] - Quote
bump |
D legendary hero
Strong-Arm
318
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Posted - 2013.07.09 18:45:00 -
[26] - Quote
^^my point exactly. |
D legendary hero
Strong-Arm
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Posted - 2013.07.09 19:32:00 -
[27] - Quote
nukel head wrote:
My post proves what? I was asking the question because I very rarely see a heavy sporting an AR. Why would that be is the AR is so powerful? Or are we talking about PROTO AR?
the post proves that if the only viable solution in game to counter the AR is to use another AR then the AR is OP. if the only way to counter mass drivers was to use mass drives the MD would be OP |
D legendary hero
Strong-Arm
322
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Posted - 2013.07.09 19:38:00 -
[28] - Quote
^^this could work too. ultimatly however it is fixed the HMG must be good at taking/supressing out infantry when equiped with an HMG. |
D legendary hero
Strong-Arm
322
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Posted - 2013.07.09 19:46:00 -
[29] - Quote
nukel head wrote:D legendary hero wrote:^^seriously, have you tried hitting people with this wacky aimming system using an HMG. on top of that i have to put my sensitivety up to 10 to get any turn on this thing, and the fact that movement speed was increased makes hitting people near impossible.
remember that 500 shield is resistant to bullet projectiles, and stile recover shwile being shot at. yes, if i shot the shield tankers shield the recharge timer starts after the first round hits, by bunny hoping and two step strafing, considering that they recharge 25 hp per second, and i do only 18 damage per shot, they can effectiely heal back at a rate higher than i am damaging.
people look at the paper numbers "oh proto hmg does 660 dps.. herp derp", but when all the factors are lined up its pitiful.
a GEK AR with just the blanket 10% does 490.9 dps. that only requires 170,000 SP. in less than 3days you can get a weapon that damage coparable to an HMG. in 2 seconds you've done 982 damage. so you heavy survies 1 second longer than your average troop if neither move. but because other units are more mobile, the heavy suit actually dies faster.
if the ehp where raised too high the heavy suit would be OP. but the damage increase and resistance i proposed are the only ways (without nerfing everything else) to make the heavy a usible suit. We've tried hitting things with most every gun in the game (ok, I haven't tried the plasma cannon). Everyone has the same wacky aiming system and the enemies don't run any slower for anyone else. I use the GEK, but not when enemies get close because despite the really epic sounding numbers you posted, it is very difficult to hit with in close. I get most of my CQC kills with my STD SMG sidearm. Actually, I can do a lot more damage to heavies with it than I can my AR if I can get close. I guess it's OP?
SMGs can't kill a heavy 40m out my hmgs max range. and i cnt imagine how you have a hard time killing in CQC with a gek do it all the time and it works all to well... nice try though. lol
so, no that SMG is working well within its parameters, ARs out gunning HMGs however at the hmgs optimal range is another story...
and yeah the enemy isnt moving any slower for you because your moving at their speed. but the heavy cnt move at there speed therefore the disparity is higher. (read earlier posts) |
D legendary hero
Strong-Arm
322
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Posted - 2013.07.09 19:49:00 -
[30] - Quote
BL4CKST4R wrote:D legendary hero wrote:^^this could work too. ultimatly however it is fixed the HMG must be good at taking/supressing out infantry when equiped with an HMG. Well I think the HMG should do 100/100, even though it is a Minmatar weapon we really need it to do equal damage to armor and shields. If the above was set, which it will in the near future (hopefully under 5 years from now ), and the HMG did 100/100 there is no living soul brave enough to charge at you because they will be instantly dropped. It would require a really good scout with a MD or a shotgun, or at least two people to take down a heavy. Now imagine a heavy backed by a core focused repair tool that did not discriminate (shield and armor repair) he would be the ultimate wall.
this could max a big difference. well if the HMG did the bonus to armor and still did 100 to shield, it would make it worl. as it is an anti-infantry weapon this is a good idea. |
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D legendary hero
Strong-Arm
338
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Posted - 2013.07.10 04:02:00 -
[31] - Quote
Breakin Stuff wrote:Hey look, he's back, and still smoking crack.
Fixing armor tanking fixes heavies. It just happens that it fixes the amarr assault and logi as well as the gallente assault, logi and scout all at once.
Go effing figure. fixing the intended method of tanking makes the suits viable? Interesting concept.
this is all heavies need: Armor tanking which is as viable as shield tanking.
And ferroscale and reactive plates not to suck.
hmmm by thatlogic fixing the intended use for the HMG would make it work to... oh wait thats only what ive been saying for ******* 300 posts. |
D legendary hero
Strong-Arm
340
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Posted - 2013.07.10 06:21:00 -
[32] - Quote
^^this is true |
D legendary hero
Strong-Arm
341
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Posted - 2013.07.10 18:31:00 -
[33] - Quote
wrote: sorry but HMGs hit hard enough... heavy suits are buffed enough.... turning slow balances their incredible power.
on my alt which I just started I run heavies... a bp eon heavy suit with basic HMG and I murder mercs with it.
they are not...
heavies fortify a position they are defensive and they are amazing at that job.
also... you aren't running proto...anything proto will be tougher than your basic heavy suit by design... its supposed to be that way... get into a boundless suit and then see how you feel...
I am sorry but you are wrong. please read some of my earlier posts as i have put up the math, and described the experiences of using a heavy. i have all heavy gear from proto to std, the proto suits are hardly that much better than the basic. seriously the proto suit gets only 2high and 3 low. the sentinel gets 1 high and 4 low.
a STD AR in one clip does 1860 damage, and has a dps of 425, (milita Aits dps is 425, and has 48 in one clip so in one clip it does 1632).
wrote: judging by your post you seem to think a heavy is a front line troop who charges into battle.
and judging by your post you seem to think the heavy is supposed to sit on a non contested objective the whole game and wait for that one scout to pass by and shotgun you in the back.
in fact there are logistics suits that run around like assaults and do the hievies job better... i.e. the cadari logi with 588 shield, 417 armor.
let me ask you what is the fundamental difference between defending an area and attacking the very same spot. its unreasonable to think that a heavy who can't attack a position can magically defend the same position... forexample, if im defending the hallway of legend that you guys preach heavies belong in, what is the difference between me attacking people in it, and me defending it from approach? on defense id get grenaded, out gunned by ARs, and shotgunned, mass driven or flaylocked...
on offense the very same thing would happen.
defene and offense are related to your positioning not the suit you use. i've used my militia minmintar suit to defend objectives from 4-5 enemies... with dren AR and flaylocks. in fact in an alt i started yesterday i got a 1 man OB. you can ask CCP for my player record and will see that i got one yesterday using my account 'the warrior of legend.'
its not my skill the heavy suit just sucks. it needs more slots, better turn speed, and better movement speed OR more slots, a resistance to damage by 30% and better turn speed.
everyone else can modify their suit to do what they want with it, why can't i modify my heavy suit.
the HMG is another issue in its self.... with the poor hit detection, and fact that the enemy must but in the dot on the center of the hmg to be hit by any rounds which still factors dispersion is a shame... but i cover this in another thread |
D legendary hero
Strong-Arm
343
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Posted - 2013.07.10 20:11:00 -
[34] - Quote
CLONE117 wrote:u use over 200round of an hmg just to kill a single player...
i was suggesting a slower rof to fix it..
but heavy suit is too weak for its true roles..
it needs a buff in base hp..
since meduim suits can get that amount of hp easily.
and the heavy suit needs a buff in overall damage resistance oh and mlt ars.
a full clip will bring a heavy with full shield and armor down to half armor.
thats if all rounds hit.
the heavy suit is to slow ppl jump around all over the place and focus fire on heavys..
im sure every1 yells at there position the second they r seen.
they r pursued relentlessly across the entire map.
and any gun will melt there shields and tear their armor really fast..
while scout suits can dogde nearly every bullet that come at them and assualt can dogde some of that fire too....
ppl swarm on heavies shooting them from all directions.
its really unfair not being able to shoot back when players can run around u so easily the only time heavies will kill.. narrows hall way with little cover or if the heavy sets up a kill zone area//
but they have to use more cover than any other suit since they r so slow.
and im sure there more to say but i cant think of it right now..
but they do always have to look both ways before crossing the road. they might get splattered by an lav...
you are 100% correct. this is the exact truth. long story short the life expectancy of a heavy is low... real low
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D legendary hero
THE WARRIORS OF LEGEND
368
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Posted - 2013.07.17 03:27:00 -
[35] - Quote
bump |
D legendary hero
THE WARRIORS OF LEGEND
389
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Posted - 2013.07.19 07:06:00 -
[36] - Quote
my proto hmg still gets out gunned by adv ARs |
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