Cedar
09-03-2004, 11:22 AM
I like heavy except for the knockback that they have from discs etc.
It's too much and should be lowered.
Skiing, mortar, etc. are fine imo
It's too much and should be lowered.
Skiing, mortar, etc. are fine imo
[Massive tears] HeaviesCedar 09-03-2004, 11:22 AM I like heavy except for the knockback that they have from discs etc. It's too much and should be lowered. Skiing, mortar, etc. are fine imo Polaris 09-03-2004, 11:24 AM Skiing, mortar, etc. are fine imo My only concern with the mortar is that I feel it could use a boost in the open field. I suggested the other day that a mortar should increase its damage radius the longer its in the air. Probably wont happen, but I can dream :) GoD-Chry 09-03-2004, 11:38 AM My only concern with the mortar is that I feel it could use a boost in the open field. I suggested the other day that a mortar should increase its damage radius the longer its in the air. Probably wont happen, but I can dream :) So a 700m shot is like a nuke!!! :) Knockback could make intercepting HO more difficult.. But I think something needs to be done to help the HoF position. Polaris 09-03-2004, 11:44 AM I am not talking about a major increase. The 04 mortar was great in the open field but not overpowering. the 05 tends to nip players on whots that look as if they should be devastating. I amsuimply suggesting that the damage radius graduates from 05 to 04 as it travels. The longer its up, the more likely you are to reach the 04 levels. Greywolf 09-03-2004, 12:09 PM yay helping the HoF :) However im starting to learn the tips and tricks with the heavy :) PxR|GrimJack 09-03-2004, 01:00 PM Remember people, there is a learning curve and I think its about a month before you should say an armor is horrible. more true words have yet to be spoken in here unloader 09-04-2004, 07:09 AM Another thing I almost forgot about: I have found that after taking the amount of damage that 1 disc jump in HO armor deals, if I get bb'd while flying thru the air fast, I die. For example, hitting LD bb'ing me as I fly towards their base entrance/flag/etc. This is a bb only, no damage was dealt to me other than the 1 dj and me hitting their body. Dunno if this is old news to anyone, or intentional, or maybe I imagined it happening on more than 1 occasion. I can understand some damage for getting bb'd, but that much? If thats the way the games going to be shipped, I can deal, just hadnt heard anyone else mention it. eisencc 09-04-2004, 11:59 AM any of you guys tried grappling the flag stand to stop the excessive knockback from discs? (as HoF) i've tried it.. seems to work ok. just a work around though. VaporTrail 09-04-2004, 12:07 PM Unless you place the grapple "toward" the capper on an open flagstand, you'll still get bounced to heck. If you "hang" in a closed stand, you 'll get bounced out of the way... you 'may' swing back into position, but if the capper's timing is right it'll be useless... if the hook doesn't snap and you go "wheeeeeeeeeee..." Mirage 09-04-2004, 09:50 PM a little bump in hp would be very welcome. 200 perhaps (nice and 2x the medium). reduced knockback = :) 2 spawn nades is definitely better. i find that most of the time that i die as a heavy in the enemy base is just to spammed nades agreed... they are way too easy to kill atm. I'd bump the health to 225 or so.. KnightMare 09-04-2004, 09:52 PM smaller teams means weaker heavies. Mirage 09-04-2004, 09:57 PM My take on heavys: - They are light weight and get smacked around too easily. - Mortars are weak and have too low of a splash radius. - Only 3 weapons. I know this has been discussed and after playing the beta I'm not sold on this at all. The heavy needs 4 weapons imho at least if not its old 5 setup. Disc and mortar are the standards leaving only one slot open. Frankly any heavy worth his salt always carries a chain just to defend himself which, unfortunately, locks us out of many options. I'd LIKE to be able to carry a burner, gren launcher or a rocket pod on occasion but if I'm going on heavy offense I can't without losing my bread and butter guns. yes yes yes yes Mirage 09-04-2004, 09:58 PM smaller teams means weaker heavies. it's the opposite.. the lesser the players, the more dmg a single heavy can do. Blitz 09-04-2004, 10:06 PM I dont have a problem with heavies in the least. I stay HOF all game and don't have any complaints. Baub 09-06-2004, 04:08 PM My take on heavys: - They are light weight and get smacked around too easily. - Mortars are weak and have too low of a splash radius. - Mortar graphics and impacts are visually unappealing. There is no unf behind this former beast. - Skiing physics are ok except the horrible lack of lateral adjustments that we had in T2. Same rant goes for all armors but the heavy most of all. - Heavy skiing visuals ... sigh. For lack of a better way of putting it the heavy looks like a fat retarded chicken flapping its stubby wings on ice skates. - Only 3 weapons. I know this has been discussed and after playing the beta I'm not sold on this at all. The heavy needs 4 weapons imho at least if not its old 5 setup. Disc and mortar are the standards leaving only one slot open. Frankly any heavy worth his salt always carries a chain just to defend himself which, unfortunately, locks us out of many options. I'd LIKE to be able to carry a burner, gren launcher or a rocket pod on occasion but if I'm going on heavy offense I can't without losing my bread and butter guns. - Finally ... anyone else notice that the heavy jets never point down? How does something with an ass that fat fly with jets that are level with the horizon? :huh: I concur. I really dont have a problem with the skiing, I've learned to adapt and have some decent routes. But the mortar is pathetic. There have been several times I have plopped a mortar amidst multiple lights/mediums and not a single one was killed, they just got bumped out of the way. That's ridiculous. Also, it is too easy to take down a heavy by far. The hitpoint increase is very much needed as well as a decrease in the knockback. Dev team guys: Is it possible that some of these changes will be made to the beta so we can test them out? Are we going to see any updates to the game before release or is it just going to be a bunch of changes that take place for the retail version? It would be nice to get these things tweaked before launch. Mirage 09-06-2004, 04:10 PM the big problem is nade spams kill them in 2 seconds.. and since everyone spawns with them.... >:| Oxide 09-06-2004, 06:26 PM I like heavy except for the knockback that they have from discs etc. It's too much and should be lowered. Skiing, mortar, etc. are fine imo :signed: A big, fat Henry should not be tossed around like a light. Weight is weight. Along the same line, deployables should add weight. Nagorak 09-07-2004, 03:30 AM As for knockback, it used to be at 100% for heavies. That's when heavies were really hard to move at all. So 110-115% would be more likely (they're already 2.5 times heavier than a light and take much less knockback as a result). I hate to tell you this, but the Heavy currently sucks. Why is it we are penalized by being heavy when it comes to movement, but then when a blast goes off it's modified to affect the heavy an extra 20%? You need to change knockback on a Heavy back to 100%. As it is, they can barely go anywhere they want, you have almost zero control in the air, but as soon as a disc goes off next to you, you fly around like a ping pong ball. It feels weird because it's not in-line with the way the heavy plays otherwise. As it is currently you can just about forget HO because one disc and you're flying off to Siberia with no way to adjust to it. KnightMare 09-07-2004, 03:31 AM it's the opposite.. the lesser the players, the more dmg a single heavy can do. no Im saying thats why they're weaker, because of the smaller teams. Overseer 09-07-2004, 04:17 AM Heavies are fine... given the size of the maps and such, they get across in no time(Skiing from the alternate base on Isle to the enemy main base takes maybe 15 seconds..). The fact that raping a base is EASY as hell, even for a light (taking down a gen takes all of 2 or 3 seconds w/disks and grenades..) also balances in their favor. If heavies get any stronger you'll have nothing but heavy rushing and base camping. OMG mortars don’t kill in one hit when someone is on the outside of the blast radius, man that is SO ROUGH. Somehow I remember all the heavy players complaining about how the shocklance COULD kill them in 1 hit in t2. Funny, when the mortar only CAN kill a light in 1 hit they want to bitch about this too. (Note: We have NO WAY to kill a heavy in 1 hit in T:V, however the mortar and laser rifle can both kill a light in 1.) The mortar is extremely easy to hit with in T:V. I've both been hit and have hit light cappers from half way across a map. At close range its even easier because it detonates very quickly. I know you want to complain about how when a light or two intercept you on your route to the base, you get owned. Well that’s how it should be. Once you get into the base, raping is easy. Why should it be easy to get there too? Besides, heavies aren’t meant to fight medium-ranged outdoor combat, they aren’t maneuverable enough to go up against a decent light player outside (and they shouldn’t be.). They are meant for long ranged bombardment or close ranged indoor baserape. A light doesn’t stand a chance against a semi-competent heavy inside. As far as being knocked around too much by a disk. Why? A heavy getting disked moves to the side a few feet, a light being disked gets launched into the air. I don’t see the complaint. You want to be able to flag sit better? T:V Defense is about the easiest Tribes D has ever been. I guess standoffs are fun though. Basically it comes down to this. Make heavies stronger, and both HO and HD becomes stronger. Therefore we end up with more constant and effective base rape, on the O side. And more effective HOF’s (which can already completely own incoming cappers if they know what they’re doing), and more effective turtling. Sounds like a fun game both pub and competition. | ||