thoughts on heavy offense and heavy armor in general

Noxin
09-13-2004, 12:42 AM
After pubbing for a couple days I've began to realize just how powerful 4 turrets are. It seems that once you make it in the door there is a disk and 4 turrets that are there to immediately demolish you... you have time to get one mortar off. if you are wearing a shield pack and activate it, you have time to get 2 mortars off.

imo combined with HD/MD/LD or even just the turrets alone, you can put too many within one small area and they are a tad powerful

maybe its not so much the turrets but the heavy armor may be way too vulnerable. in t1 and even in t2. it took a while to just disk a heavy, thus mine disking and using nades

thoughts?

EasyTarget
09-13-2004, 12:48 AM
with coordinated attacks/teamwork, I don't think its an issue. The turrets and d players should be able to take out 1 heavy quite easily imo.

Blitz
09-13-2004, 01:15 AM
I think it is a different game with different strategies and it is fine the way it is.

SuicideSnowman
09-13-2004, 01:17 AM
The only thing I think should change is one mortar should disable a turret, even if it's not a perfect hit. I also dislike that discs seem to knock around heavies a little much, but the turret thing is the biggest problem IMO.

The Pope
09-13-2004, 01:26 AM
The thing that annoys me most about heavies is the bouncyness. They should be harder for other players to move.

Noxin
09-13-2004, 01:54 AM
http://www.tribalwar.com/forums/showthread.php?t=323485&page=1&pp=20


refer to this thread

synthix ghost
09-13-2004, 03:14 AM
I believe the heavy should not be bounced around by a disc or mortar like a light would... After all, they are a giant, walking tank. Where is the mass and weight? Unfortunately, since T:V is feature complete, this may not be added in until after release or mod... I also suggest that heavies have 200 health. If heavies are gonna be bounced like lights, might as well have a little more health to offset the disorientation.