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Cat Merc
BetaMax. CRONOS.
3565
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Posted - 2013.07.25 20:49:00 -
[1] - Quote
So I used the SP I accumulated for a while to try out the Heavy. I put it into Amarr Heavy Frame and HMG's, both are at lvl III. Slapped a complex damage mod and complex shield extender in the high's, a complex armor plate and a complex armor repairer in the lows, a MH-82 Heavy machine gun, a syndicate SMG and a standard core locus grenade.
In 50 matches, I figured this: 1. HMG is fine, the DPS potential is off the charts and I didn't have problems with accuracy 2. Turning speed limit got to go, that was my only gripe when trying to stay on target 3. Heavy speed isn't as limiting as I thought, can still manevour very well, though jumping is a ***** 4. Heavy suit needs some resistances, which is what I'm going to talk about
People have suggested 30% resistance to small arms fire, and really, this is NOT what the heavy suit needs. What it needs is 30%-50% resistance to all explosives. Flux + MD = You're ****** Flaylock = You're ****** Locus grenade = You're ****** *Insert any explosive here* = You're ******
The fact that you are slow makes it even worse, as evading is pretty much impossible. And to put icing on the cake, THEY'RE SPAMMABLE <--- THIS HAS TO BE FIXED
I also had a problem with snipers, their ROF is too high IMHO, but that's a topic for another day.
tl;dr: HMG is fine, Heavy suit needs resistance against explosives OR make explosives less spammable. |
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CCP Logibro
C C P C C P Alliance
136
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Posted - 2013.07.25 20:52:00 -
[2] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites
@CCP_Logibro |
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THUNDERGROOVE
ZionTCD
102
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Posted - 2013.07.25 20:53:00 -
[3] - Quote
Cat Merc wrote: 2. Turning speed limit got to go, that was my only gripe when trying to stay on target
THANK YOU! I've been saying this for ages, although I still don't particularly agree with the accuracy part. I'm guessing that's part of the miniscule turn speed, that makes it difficult to turn as people strafe. |
ladwar
Dead Six Initiative Lokun Listamenn
978
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Posted - 2013.07.25 20:54:00 -
[4] - Quote
Cat Merc wrote:So I used the SP I accumulated for a while to try out the Heavy. I put it into Amarr Heavy Frame and HMG's, both are at lvl III. Slapped a complex damage mod and complex shield extender in the high's, a complex armor plate and a complex armor repairer in the lows, a MH-82 Heavy machine gun, a syndicate SMG and a standard core locus grenade.
In 50 matches, I figured this: 1. HMG is fine, the DPS potential is off the charts and I didn't have problems with accuracy 2. Turning speed limit got to go, that was my only gripe when trying to stay on target 3. Heavy speed isn't as limiting as I thought, can still manevour very well, though jumping is a ***** 4. Heavy suit needs some resistances, which is what I'm going to talk about
People have suggested 30% resistance to small arms fire, and really, this is NOT what the heavy suit needs. What it needs is 30%-50% resistance to all explosives. Flux + MD = You're ****** Flaylock = You're ****** Locus grenade = You're ****** *Insert any explosive here* = You're ******
The fact that you are slow makes it even worse, as evading is pretty much impossible. And to put icing on the cake, THEY'RE SPAMMABLE <--- THIS HAS TO BE FIXED
I also had a problem with snipers, their ROF is too high IMHO, but that's a topic for another day.
tl;dr: HMG is fine, Heavy suit needs resistance against explosives OR make explosives less spammable. hiya kitten! had a bad day with bunnies getting the best of you? psss i'll let you know something that should make all your gripes go away. explosives/sniper are the counter to heavies. good day meow! |
Delta 749
Kestrel Reconnaissance
1455
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Posted - 2013.07.25 20:54:00 -
[5] - Quote
I support this idea and Im not even a heavy With their intended role being point defence a resistance to explosives spam would be a great addition
Leave the turning speed as is though, its the only shot people have if they get caught close to a heavy and even then that doesnt always work unless they are both out in an open field somewhere |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
426
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Posted - 2013.07.25 20:54:00 -
[6] - Quote
There's nothing wrong with explosives. You're just stuck in a suit that has a weakness to explosives, fatty. |
Lance 2ballzStrong
SyNergy Gaming EoN.
3125
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Posted - 2013.07.25 20:55:00 -
[7] - Quote
*facepalm*
People still judge a class / role based on pubs. I don't even have to use an ADV HMG in pubs to have a good game. Doesn't mean the class is fine.
Jump in a competitive game vs 16 players with your best suit and gun, then come back and give your feedback. The amount of threads made in Chromosome addressing this and people STILL do it. smh.
How many heavy HMG you see in a pub game on avg? 2-4 maybe... How many you see in a PC? 2 if you're lucky. The MOST I have ever seen against a good team is 2. That should say how much they're worth in PC. If they were great why don't i see an abundance of heavies?
I WISH i saw more heavies in PC. They're the most fun I have confronting.
Heavies are good for pubstomping. |
Cat Merc
BetaMax. CRONOS.
3565
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Posted - 2013.07.25 20:58:00 -
[8] - Quote
Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives. |
Cat Merc
BetaMax. CRONOS.
3569
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Posted - 2013.07.25 20:59:00 -
[9] - Quote
Lance 2ballzStrong wrote:*facepalm*
People still judge a class / role based on pubs. I don't even have to use an ADV HMG in pubs to have a good game. Doesn't mean the class is fine.
Jump in a competitive game vs 16 players with your best suit and gun, then come back and give your feedback. The amount of threads made in Chromosome addressing this and people STILL do it. smh.
How many heavy HMG you see in a pub game on avg? 2-4 maybe... How many you see in a PC? 2 if you're lucky. The MOST I have ever seen against a good team is 2. That should say how much they're worth in PC. If they were great why don't i see an abundance of heavies?
I WISH i saw more heavies in PC. They're the most fun I have confronting.
Heavies are good for pubstomping.
The suit? lol... we only have 1 suit, and you're basing the heavy class based on the Amarr. Can't really balance the heavy class based on 1 suit. Ah, my good sir, but pubs are the main game. You probably don't want to hear that, but instant battles is where the majority of players are, and CCP needs to cater to them to make money
P.S I was up against proto squads, so cloes enough. |
Lance 2ballzStrong
SyNergy Gaming EoN.
3126
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Posted - 2013.07.25 21:00:00 -
[10] - Quote
Cat Merc wrote:Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives.
i made a thread about this a while back... you're wasting time. People see nothing wrong in having 3 nades doing 600 dmg. We should HTFU and move on. |
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THUNDERGROOVE
ZionTCD
102
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Posted - 2013.07.25 21:00:00 -
[11] - Quote
*Scout strafes around me* Not this **** again *Stand there and take it because the scout can strafe faster than I can turn* |
ladwar
Dead Six Initiative Lokun Listamenn
978
|
Posted - 2013.07.25 21:10:00 -
[12] - Quote
Lance 2ballzStrong wrote:Cat Merc wrote:Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives. i made a thread about this a while back... you're wasting time. People see nothing wrong in having 3 nades doing 1200 dmg. We should HTFU and move on. fixed that for you. and no that is right. the MD is a heavies rival and that shouldn't go away. btw i use the assault and that 8m splash range is correct for the damage and would suggest more people try it out along with the LR. it is intended and you should move on because they have their weaknesses to which is why this is a team game and not a CoD shoot'em game. |
Lance 2ballzStrong
SyNergy Gaming EoN.
3128
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Posted - 2013.07.25 21:12:00 -
[13] - Quote
ladwar wrote:Lance 2ballzStrong wrote:Cat Merc wrote:Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives. i made a thread about this a while back... you're wasting time. People see nothing wrong in having 3 nades doing 1200 dmg. We should HTFU and move on. fixed that for you. and no that is right. the MD is a heavies rival and that shouldn't go away. btw i use the assault and that 8m splash range is correct for the damage and would suggest more people try it out along with the LR. it is intended and you should move on because they have their weaknesses to which is why this is a team game and not a CoD shoot'em game.
dafuq? I wasn't talking about MD's. I was talking about 3 core locus nades doing 600 dmg each.
Funny you mention CoD though, cuz the MD is nothing more than a semi auto noobtube |
Caineghis Beoulve
Pro Hic Immortalis League of Infamy
14
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Posted - 2013.07.25 21:13:00 -
[14] - Quote
I stand with lance in this cat, a good heavy will always go positive in pubs even with standard amarr or sentinel suit. I can even go as far as 25-2 sometimes. The problem lies in PC, we are not competitive in that area, you remember when CCP nerf the HMG damage because they thought that it was to effective? that was because they based their numbers on Pubs matches .
TL:DR Heavies will always perform awesome in Pubs unless the player is a noob |
Bendtner92
Internal Error. Negative-Feedback
798
|
Posted - 2013.07.25 21:19:00 -
[15] - Quote
Explosives are a hard counter to armor, and are therefore a good counter to Heavies/Sentinels due to their high armor (though they also have high shield to go with that armor). This should NOT be changed, although if explosives are really meant to do 80/120 damage to shields/armor, then they need to fix it so that it actually does that.
In my opinion the Sentinel suit bonus should be a 2 or 3% damage resistance. The Sentinel is meant to soak up damage, and this bonus would fit it really well. Just like the Assault suit is meant to deal damage and therefore should get a 2 or 3% damage bonus. |
Lance 2ballzStrong
SyNergy Gaming EoN.
3130
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Posted - 2013.07.25 21:29:00 -
[16] - Quote
Bendtner92 wrote:Explosives are a hard counter to armor, and are therefore a good counter to Heavies/Sentinels due to their high armor (though they also have high shield to go with that armor). This should NOT be changed, although if explosives are really meant to do 80/120 damage to shields/armor, then they need to fix it so that it actually does that.
In my opinion the Sentinel suit bonus should be a 2 or 3% damage resistance. The Sentinel is meant to soak up damage, and this bonus would fit it really well. Just like the Assault suit is meant to deal damage and therefore should get a 2 or 3% damage bonus.
bu...but you mean the current bonus to reload time and feedback dmg isn't helping the suit?
i just had to lol... maybe another suit will have a bonus like the one you mentioned. |
Caineghis Beoulve
Pro Hic Immortalis League of Infamy
14
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Posted - 2013.07.25 21:39:00 -
[17] - Quote
I think the commando and sentinel bonur should be the other way around. Sentinel should get efficacy in shield and armor slots and commando in feedback damage |
Bendtner92
Internal Error. Negative-Feedback
798
|
Posted - 2013.07.25 21:39:00 -
[18] - Quote
Lance 2ballzStrong wrote:bu...but you mean the current bonus to reload time and feedback dmg isn't helping the suit? i just had to lol... maybe another suit will have a bonus like the one you mentioned. To be fair though, a lot of the suit bonuses are terrible, not just the Sentinel ones.
I wouldn't really mind a 5% reload bonus (per level), but 2%? No thank you. The damage feedback is just terrible in every way though. For starters we don't even have the Heavy Laser weapon which I guess this bonus was meant for, secondly why would we have a bonus for something (overheating the weapon) we're trying to avoid anyway. It just doesn't make sense. Slower heat build-up or faster cooldown would be better (for when the weapon is introduced anyway).
But yeah like I said, 2 or 3% damage resistance as the Sentinel bonus, and then I guess the Minmatar Sentinel could get the reload bonus (5% per level), since the HMG is a Minmatar weapon (right?). |
Cosgar
ParagonX
3193
|
Posted - 2013.07.25 22:00:00 -
[19] - Quote
Lance 2ballzStrong wrote:ladwar wrote:Lance 2ballzStrong wrote:Cat Merc wrote:Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives. i made a thread about this a while back... you're wasting time. People see nothing wrong in having 3 nades doing 1200 dmg. We should HTFU and move on. fixed that for you. and no that is right. the MD is a heavies rival and that shouldn't go away. btw i use the assault and that 8m splash range is correct for the damage and would suggest more people try it out along with the LR. it is intended and you should move on because they have their weaknesses to which is why this is a team game and not a CoD shoot'em game. dafuq? I wasn't talking about MD's. I was talking about 3 core locus nades doing 600 dmg each. Funny you mention CoD though, cuz the MD is nothing more than a semi auto noobtube I think that if it weren't for explosions, the heavy actually would be OP. The suit and the HMG can perform, but how can we tell when there's only 2 heavy suits and 2 heavy weapons? We need the other suits and more weapons to properly scale the class within itself instead of being lowered to the standards of smaller framed suits and light weapons. |
Kekklian Noobatronic
Goonfeet Top Men.
224
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Posted - 2013.07.25 22:19:00 -
[20] - Quote
Cat Merc wrote:Explosives are TOO effective on a heavy. Spam makes it worse. Either make it one grenade per soldier and no nanohive reffils, or give them resistance to explosives.
I still think that it's weird. Light suits have small capacity grenade slot(3 grenades), medium suits have medium capacity grenade slots(3 grenades), heavies have high capacity grenade slots(3 grenades).
Pretty sure that the original intent was to limit grenades, but they got lazy and couldn't get it to work. |
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Stile451
Red Star. EoN.
154
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Posted - 2013.07.25 22:32:00 -
[21] - Quote
Kekklian Noobatronic wrote:I still think that it's weird. Light suits have small capacity grenade slot(3 grenades), medium suits have medium capacity grenade slots(3 grenades), heavies have high capacity grenade slots(3 grenades).
Pretty sure that the original intent was to limit grenades, but they got lazy and couldn't get it to work. Currently all grenades are small capacity. CCP has no future plans that they will discuss(I sent in a ticket). |
castba
Penguin's March
42
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Posted - 2013.07.26 00:04:00 -
[22] - Quote
THUNDERGROOVE wrote:*Scout strafes around me* Not this **** again *Stand there and take it because the scout can strafe faster than I can turn* Had a Minmatar logi do the same thing. Couldn't turn quick enough to hit him with my SMG even though he ever so briefly paused at every "quarter hour" point to shoot. Downside to 2 advanced plates and 1 adv ferroscale plate I guess? |
calvin b
Molon Labe. League of Infamy
127
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Posted - 2013.07.26 04:39:00 -
[23] - Quote
my favorite is when the assault or the scout can jump clearly over my head and run away. WTF how am i supposed to compete with that madness. I am tired of running around and around only to get killed or just get a single kill. Think about this, if a Heavy was to stay in one spot there is two things that will happen. !. Grenades, grenades and more grenades will rain down or 2. They will ignore the heavy and go elsewhere. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
46
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Posted - 2013.07.26 07:19:00 -
[24] - Quote
Lance 2ballzStrong wrote:*facepalm*
People still judge a class / role based on pubs. I don't even have to use an ADV HMG in pubs to have a good game. Doesn't mean the class is fine.
Jump in a competitive game vs 16 players with your best suit and gun, then come back and give your feedback. The amount of threads made in Chromosome addressing this and people STILL do it. smh.
How many heavy HMG you see in a pub game on avg? 2-4 maybe... How many you see in a PC? 2 if you're lucky. The MOST I have ever seen against a good team is 2. That should say how much they're worth in PC. If they were great why don't i see an abundance of heavies?
I WISH i saw more heavies in PC. They're the most fun I have confronting.
Heavies are good for pubstomping.
The suit? lol... we only have 1 suit, and you're basing the heavy class based on the Amarr. Can't really balance the heavy class based on 1 suit.
He is absolutely right any noob can stomp with a heavy in a pub but in PC they are gimped, antiques from a time past much like the laser rifle an oddity. |
Jathniel
G I A N T EoN.
704
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Posted - 2013.07.26 09:47:00 -
[25] - Quote
Bendtner92 wrote:Lance 2ballzStrong wrote:bu...but you mean the current bonus to reload time and feedback dmg isn't helping the suit? i just had to lol... maybe another suit will have a bonus like the one you mentioned. To be fair though, a lot of the suit bonuses are terrible, not just the Sentinel ones. I wouldn't really mind a 5% reload bonus (per level), but 2%? No thank you. The damage feedback is just terrible in every way though. For starters we don't even have the Heavy Laser weapon which I guess this bonus was meant for, secondly why would we have a bonus for something (overheating the weapon) we're trying to avoid anyway. It just doesn't make sense. Slower heat build-up or faster cooldown would be better (for when the weapon is introduced anyway). But yeah like I said, 2 or 3% damage resistance as the Sentinel bonus, and then I guess the Minmatar Sentinel could get the reload bonus (5% per level), since the HMG is a Minmatar weapon (right?).
Logic.... In this game?! HOW DARE YOU!
You logical little .**** with your bullshit common sense. Fk you!
Somehow CCP keeps hiring the guys that don't see simple things like that.
But the garbage turning speed when you're trying to shoot strafers in ADS, has GOT to go. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
174
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Posted - 2013.07.26 11:45:00 -
[26] - Quote
The thing about the heavy s tat there is only the amar variant for the moment. This suit naturaly uses armor and is therefore vulnerable to explosives. Now; when caldari and minmatar heavies come out, which are both going to be shield tankers (caldari a given but minmatar is hybrid between armore and shield), they will be extremely vulnerable to Flux grenades which take shield away from anything. The bad luck amar heavies have is that after armer is gone you are dead which does not appen with shield tankers; they have more wiggle room in that aspect.
*Turning speed is going to be fixed; I don't remember where I saw it but it was something about rotation speed increase on heavies.
*Aim assist will be coming back which will further improve staying on target. LINK
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Korvin Lomont
United Pwnage Service RISE of LEGION
68
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Posted - 2013.07.26 12:04:00 -
[27] - Quote
THUNDERGROOVE wrote:Cat Merc wrote: 2. Turning speed limit got to go, that was my only gripe when trying to stay on target
THANK YOU! I've been saying this for ages, although I still don't particularly agree with the accuracy part. I'm guessing that's part of the miniscule turn speed, that makes it difficult to turn as people strafe.
Well as it seems CCP has listened to you. They are testing exactly this and additionally an increase in strafe speed for heavies If i remember correct this is planned for 1.4 to strike in |
Orion Vahid
DUST University Ivy League
88
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Posted - 2013.07.26 13:02:00 -
[28] - Quote
Korvin Lomont wrote:THUNDERGROOVE wrote:Cat Merc wrote: 2. Turning speed limit got to go, that was my only gripe when trying to stay on target
THANK YOU! I've been saying this for ages, although I still don't particularly agree with the accuracy part. I'm guessing that's part of the miniscule turn speed, that makes it difficult to turn as people strafe. Well as it seems CCP has listened to you. They are testing exactly this and additionally an increase in strafe speed for heavies If i remember correct this is planned for 1.4 to strike in Can you give us a link? |
Bendtner92
Internal Error. Negative-Feedback
801
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Posted - 2013.07.26 13:16:00 -
[29] - Quote
Orion Vahid wrote:Can you give us a link? Here https://forums.dust514.com/default.aspx?g=posts&m=1099476#post1099476 |
matsumoto yuichi san
SVER True Blood
22
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Posted - 2013.07.26 16:03:00 -
[30] - Quote
well i don't think it's the rate of fire necessarily, but rate of fire + hitscan, REALLY don't like them being hitscan if forgegun aren't they shouldn't be |
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