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Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
3246
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Posted - 2013.07.27 11:39:00 -
[1] - Quote
I've traveled with heavies as a logi and can tell you that the suit is fine, the weapon needs a bit of fine tuning and that you need to learn to not engage them head on. Also, heavies are a good starter class for anyone new to the game. They're less SP intensive starting out, easy to use but after a certain point, you really need to invest in the suit to maintain effectiveness. In no way shape or form is the heavy OP or will ever be the FOTM. It seems like history is repeating itself again because people can't seem to learn that they can't run and run ramo everything. |
Cosgar
ParagonX
3246
|
Posted - 2013.07.27 11:51:00 -
[2] - Quote
pegasis prime wrote:Heavies this build are hybrid tankers so explosives are not as effective as tgey once were against them . That's something that kind of bothers me. Not just with the heavy but with the Amarr medium suits in general. But back to the heavy, they could have benefited from 205/605HP. Smaller shield buffer, more resistant to ARs, and a bigger WP battery for logis. Having half your EHP being shields with the worse recharge delay and regen rate, is like walking around with half your HP anyway. |
Cosgar
ParagonX
3246
|
Posted - 2013.07.27 12:07:00 -
[3] - Quote
castba wrote:I dunno, mass drivers seem to have an innate ability to evaporate my health. Especially annoying is the spam happy assault MD. Maybe try a scrambler pistol to remove shields them strip armour with a volley of MD? Unfortunately the MD is kind of your hard counter. Sucks, but I don't like getting gibbed by shotguns. |
Cosgar
ParagonX
3255
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Posted - 2013.07.27 15:37:00 -
[4] - Quote
Duran Lex wrote:The HMG was bad ass (too bad ass) until they nerfed the range of the gun, and then proceeded to remove the skill that increased our range...hitting us with a double range nerf. We were effectively change to shotgun range as optimal only, since the bullet dispersion was awful.
Then theyy gave us 10% increased damage on top of the across the board damage buff, and lowered the dispersion by 5%. we now have better range, yet still excel in CQC better then a shotgun (imo).
1.2 hits, increased strafing speed. Heavy suit turning speed stays the same. We are now slightly less effective in CQC, having a harder time tracking the enemy. Not game breaking in the least, but can still be annoying sometimes.
HMG haven't had the best of times...but we learned, we adapted and we can still kill despite our current limitations.
But, the day of days is approaching. build 1.4 brings the removal of slower turning speeds for all suits.
And then the masses will cry for nerfs. /sigh I'm thinking the mechanic that reduces movement speed should be damage type specific, with solid ammunition taking the most advantage of it. So if you get a few hits on someone, they're pretty much screwed. That would be a big help. |
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