Heavy Assault Class

Discussion in 'PlanetSide 2 Gameplay Discussion' started by IceMobsterrr, Sep 20, 2015.

  1. Diilicious


    yep, thats the bare bones of what i was thinking too.
  2. JonboyX

    Footspeed. Change the footspeed of different classes. That'd be a differentiator.


    Also: engineers are very "meh" to play in infantry combat, which is why they're rarer than unicorn muck.
  3. Flag

    All this makes me think is how giddy air users would be if this came to pass...
    Or MAXes.
    • Up x 1
  4. JojoTheSlayer

    Firstly, I am not saying PS1 was better. Both PS1 and PS2 have aspect they do better compared to each other... anyway:

    In PS1 the Heavy was not a class, but a set of armor called Rexo that was in a infantry armor tier and needed 2+3 certs to gain.
    You gained a cert point pr level and top level was BR25 at the start. No one could be every role and during the start. Setting up a team was more like "WoW", needing an AMS driver 2 certs, Gal pilot 3c, Advanced hacker 5c etc... Apart from just front line soldiers. Practically a MMO-RPGish FPS.

    The Rexo gave you two main weapon slots instead of just one, like medium, but not access to any weapons. You still needed to unlock them, but were you could bring a main weapon and a rocket launcher etc or two main weapons like a shotgun and a rifle. The armor also had, I think, a 100+ armor compared to medium armor. Another key difference is that its inventory box was larger. So you could fit more items in it. Be it health kids, rep ammo, actual ammo, anti vehicle ammo or launcher rocket ammo, hacker device, uplink device (satellite laser strike), artillery targeting device and so on... You could also use a implant that made your stamina become another 100 hp (hp, not armor which is strong pr unit). Which is OverShield like, but it has to be taken into context that each player could only run 3 implants at the time, which sounds allot, but most of them had role oriented importance to a point most people that didnt have rexo didnt use the shield implant. Secondly, if you ran out of stamina you would walk ca 80% slower so you needed to use it mid battle or shut it off mid before it went out

    Survivability?
    Its not rally comparable because the TTK in PS1 was allot longer.
    In PS1 the best player would more or less always win. Any equal skilled person would lose to another in rexo at "rexo range" (short to medium) if faced off on equal terms, aka not ambushed or cross Atlantic server with 200+ ping etc.

    Cloakers screaming HA OP today would most likely fall into the fetal position in PS1! LoL
    No SMG, no snipers, a few pistol options only and knife, but no quick knife. You needed to equip the knife, have the noisy boost on, use the melee boost implant and stab a Rexo twice (TTK ca 3 sec) in order to kill them. Unless they had the shield implant on. Then you needed to jammer nad them first to prevent that. The hard part was to coordinate the first melee hit with the arch thrown nad... Point is, even that didnt prevent me from getting over 1000 knife kills in PS1.

    In other words, Cloakers in PS2 have NOTHING to complain about and HA at a "army" role is balanced!
    Apart from maybe removing C4 access from both HA and Medic.
    • Up x 1
  5. customer548

    Ok, thank you for the informations and quick answer. :D
  6. FateJH

    There's no easy way to explain this.

    In terms of pure health, PlanetSide Classic had two types of "lifepoints" that were depleted simultaneously for most weapons - health and armor. You did not deplete them equally but Armor reduced damage to Health directly and the latter was necessary to stay alive.
    • The Reinforced Exo-Suit (Rexo-) had 200 personal armor and 100 health.
    • The Agile Exo-Suit had 100 personal armor and 100 health.
    • The Standard Exo-Suit had 50 personal armor and 100 health.
    • The Infiltration Suit only had health.
    In additional, the Armors had hard movement restrictions imposed on them from Reinforced (slowest) to Standard (fastest); on the other hand, the armors also had different inventory and slot configurations. In the same order as the classes above:
    • two rifle slots, two pistol slots, and a 12x9 inventory
    • one rifle slot, two pistol slots, and a 9x9 inventory
    • one rifle, one pistol, and a 9x6 inventory
    • one pistol slot, and a 6x6 inventory
    Now, in terms of our "HA," its three defining features are the Rocket Launcher, the Personal Shield, and the LMG.
    1. The Personal Shield was an Implant and was something that only became available at BR6. It operated on Stamina instead of its own personal charge, and depleted over time as it was activate and as as it took damage; however, because Rexo was already pretty slow, it didn't slow the user any further to activate the shield and absorb up to that 100 extra damage. In terms of damage mitigation, it operated like the NMG; but, in terms of usage, it operated like the Resist Shield. Taking damage and jumping around like a bunny also depleted Stamina normally.
    2. The Rocket Launchers were a 3cert cost (Anti-Vehicular weapons) that stacked on top of a common 2cert cost (Medium Assault weapons). All you needed to wield a Rocket Launcher is a rifle slot.
    3. PlanetSide Classic didn't necessarily have "LMGs" but did have the specific Heavy Assault weaponry - the Mini-Chaingun, the Jackhammer, and the Lasher. These weapons were a 4cert cost on top of the aforementioned 2cert cost. Medium Assault was enough to give you a variety of rifles and a shotgun on its own. All you needed to wield a Heavy Assault weapon is a rifle slot.
    4. The Reinforced Exo-Suit, by the way, was a 3cert cost, while Agile and Standard came for free.
    Before someone points out "so our HA was Rexo?" I would like to add that players also liked to run Agile and Personal Shield, which gave them good movement speed at a similar "health" advantage as Rexo for the duration of an engagement, and it was also cheaper. Prior to that, people coupled Agile with another implant called Surge, which gave the user such speed that it messed with the netcode and they patched it so that you couldn't activate Surge while holding a weapon out. Longtime (non-NC) veterans will have Surge Agile Jackhammer stories to tell. Personal Shield wasn't the end-all-be-all of popularity.

    To sum up my post - the tl;dr - the PlanetSide Classic "Heavy Assault package" was distributed across features and costs rather than condensed into PlanetSide 2's "Heavy Assault class." This created, for lower BR players, a series of devil's choices that didn't plague higher BR players as badly, though there was no reason that a Agile player couldn't get good enough to deal with a Rexo player, same as with our game. Unless one's specific build of the day catered to something really specialized, additionally, there was no reason to anticipate that any well-played Infantry user wouldn't have at least half of these certifcations unlocked at a time, plus a range of support certifications, some of which were good enough to apply in substitute. Certifications for Vehicles also impact the amount of weapon costs, though, as it is pointed out in a lot of other threads that Vehicles were actually really important in PlanetSide Classic, and, as I will point out, you can get a number of decent Vehicles for cheap certification costs.

    Edit: also, the MCG was overpowered. There; I said it.
    • Up x 1
  7. customer548

    Do you think that the "new" (it happened something like 1 month ago) Burst Fire weapons buff had any reliable impact for the classes who use them ? (As far as i know, Medics / Engis / LAs have access to those weapons). This question may seem to be totally irrevelant, but perhaps that players having troubles to deal with HAs may choose to use the buffed weapons...Or even when using those weapons, having to deal with any HA is like "Let's roll the dice...Ok, i lost because of imbalance" ?
  8. Aeflic

    How can you complain about HA when MAXs are spammed the way they are? Take away the rocket launcher. lol you say that until you realize you will have no way to deal with MAXs especiallynin quantity. What you don't realize is that the decent/good HAs are the ones killing all the MAXs for you while you think it's you doing it with your light arms. Lol please stop being bad.
  9. customer548

    That's why some people are asking for a better balance between HAs and other classes, with Has having to choose among different loadouts and weapons.
    Do HAs really need to have rocket launcher+shield+Nanoweave+LMG+C4-Med kits+100% speed at same time ?
  10. Ragnarox

    HA needs to be slower by 50%. It have shields, rocket launchers, LMG, pistol plus utilities.
  11. DarkStarII

    Is there any real drawbacks as a heavy? Because infiltrators have 100 less health, LAs have no tool, and engineers don't really have an ability.
  12. zaspacer

    I agree with you. But now that the majority of Infantry players are playing HA, they have the majority voice, and so they can outshout any calls to nerf them.

    While you and I want "mixed units" and "balanced gameplay", MANY players just want to have whatever Class/Unit they use to be OP.

    DBG Designers have let this and other problems fester for so long, that they become identified by the playerbase as a core and correct component of the game. You are probably better off lobbying for buffing other Class in AI areas, than trying to lobby to nerf HA AI.

    I would also suggest that some weapons (like the Auto Scout Rifle) need to be changed, because they are tuned to deal with a weaker target that is no longer realistically true in the game. Slow Time-To-Kill and small Mag size both are especially affected by HA Shield, ADAD, Nanoweave, Medkit spam, etc.
    • Up x 1
  13. FateJH

    Infinite ammo.
    (Though really that's a donwgraded Utility Slot item that was also imposed onto the alternate fire of the MANA turret and was eventually moved into a press-F ability. Speaking of which, the turrets also have bottomless ammo pools.)
  14. DarkStarII

    But still, it's not as much of an ability as the other classes ones. It's more utility.
  15. FateJH

    A support class has a support-like ability? Truly outrageous.
    • Up x 2
  16. DarkStarII

    I give up...
  17. xMaxdamage

    in the actual game (non SS) class usage is not that unbalanced towards HA btw (data has been posted here too I think, not too much time ago), the engi being the most suitable class for driving vehicles can't be taken out of the balance equation, just as turrets, jetpacks, cloaks etc.

    so an engineer should have both utility and ability? you can't have, for example, a LA being the only flying class and still being able to fight on par with an HA in a "firefight out of a wall corner" setting. that would be unbalanced.

    also pls stop pretending removing the rocket launcher could end the complaints, this very thread is the perfect counter-argument to that.
  18. p10k56

    HA should be slightly slower 10-15% then other classes.
    Otherwise they are fine cos without them others are screwed.
    People who want to nerf them are mainly Sky knights and of course our beloved never seen ones.

    How can 3/4 people play HA when at least 1/3 is running around as invisible trolls?
  19. Scr1nRusher

    Not one of these threads again.........


    Fixing the HA just takes 3 steps

    1) Removing 0.75 ADS off the LMG's that have it

    2) Removing SMG's off the class

    3) Removing the ability for the ES G2G & G2A lock ons to be dumbfired.



    Balance wise, thats all it takes.



    Player skill wise........ aim for the head.
    ______________________________________________________________________________



    Also, are people forgetting Vehicles/Aircraft are in this game?

    Guess who is the primary class that deals with them?

    ________________________________________________________________________


    Another question is......... which empires HA generates the most "nerf HA" threads?
  20. IceMobsterrr

    Are you absolutely out of your mind? Are you absolutely out of your ******* mind? Even when I outplay him that hard that I get behind his back and start shooting first????????????????????????? And then him turning around , pressing a damn button and killing me is being outplayed? Are you insane? HOLY ****!
    Losing 1v1 against HA is not the main problem! The main problem is that everyone plays that class! It is getting dull, it is getting boring to see heavies everywhere...