[Suggestion] Heavy Assault is OP and needs a *big* change

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TheFlamingLemon, Oct 15, 2015.

  1. moriarrr-ceres

  2. Demigan

    Although you are mostly right, I think you are approaching it from a wrong direction.

    No one can deny that the Heavy is the best class for direct 1v1 battles.
    No one can deny that the Infiltrator is better as a flanking class, especially the SMG infiltrator, and can kill Heavies effectively with it.
    No one can deny that the Engineer is the best vehicle class.
    No one can deny that the LA is better as a flanking class than the Heavy.
    etc.

    What is missing here is a good mix where every class has something unique to it. The Heavy has loadouts to combat infantry, vehicles and aircraft effectively, and can equip himself against at least two of them at a time. So other classes need similar feats, making them unique in their own right. The Heavy stays the mainstay direct combat unit, but others get their abilities as well.

    Example:
    Engineer becomes a point-defense specialist, which can be put to use against infantry, vehicles and aircraft. It's turrets are already powerful tools for this, but add a new shield to be put in the turret slot. The shield can block some damage and recharge itself as long as the generator isn't destroyed. Add some utility shields as well which can be much more powerful, becoming an important feature in both attack and defense with infantry but also against vehicles. All shields get the ability to swap position before you place it, meaning you can make it face forwards against infantry and tanks or upwards for protection against aircraft.

    Infiltrator gets an EMP device that reduces the speed, maneuverability and turret traverse speed (to balance it out for Vanu) of any vehicle it hits, both air and ground. Possibly lethal to aircraft, it would be an invaluable weapon against pop-up tanks who try to duck behind cover after a few hits. Possibly can even deactivate your HUD as well.

    and you can think of more idea's for each class, from a hacking tool to hack empty vehicles (not deployed Sunderers) to messing with vision to creating weapons that are useful in specific situations to enhance the classes viability and reduce the effectiveness of the Heavy. People need to be able to think "damn, I should have taken <other class than Heavy> in this situation".

    The same should actually count for vehicles.
    • Up x 1
  3. moriarrr-ceres

    yeah it's not only a ha fault, it's also the lack of utility on other classes
    -you said engineer: i really don't know why he have not already access to all turrets at the same time/and put covers on the battlefield.
    -the light assault need a "on ground" utility (av grenade launcher?) thermal goggles.
    -medic maybe add "medi boxes" for more strategies and to be useful on wider area.
    -remove medikits or add 5 sec cooldown.
    • Up x 1
  4. Stormsinger


    Hm, I like the idea of them having access to slow-acting medkits only (Full heal = 5 seconds at best, and ties the regen to your shield generator. If your shield cant regen, your HP can't either.)

    I would be all for making healing kits more expensive for all classes, but removing them entirely would be irritating. Personally, I think the trade off of taking a healing kit over mines / C4 is enough of a sacrifice, but I don't feel especially strongly about the topic one way or another.
  5. Littleman

    No bloom on SMGs was a suggestion. Not a statement of fact. Try reading for a change. There was little embellishment, every sentence following paragraph three was either a suggestion or a reasoning for that suggestion.

    What is deceptive is the ignorance in your post however. The only ******** spewed in this thread are "Heavy assault are fine." Seeing as how the topic is brought up the most often by an exponentially larger volume than any other class - THEY ARE NOT. Ignorance from the devs and apathy from the players got the game to the point where it is. More of the same will only keep it going in the same direction.
  6. AxiomInsanity87


    Oh boohoo i read it a bit wrong.

    It is still mostly a steaming pile of l2p and luckily it will never be taken seriously. The HEAVY is what it is and the cake is in the name. Just because there are plenty of people who can't seem to grasp what the heavy is, does not make anything they say valid.
  7. TheFlamingLemon

    Says it needs a change which I later described. The thread isn't on whether it's OP, it's on the change.
  8. Littleman

    Read my big *** post. My changes do not weaken the shielding while under fire at all. It simply directs its purpose to solely a combat-use-only class ability. The role itself is fine - it pushes enemy defenses, and puts up a stalwart defense. It opts for durability over maneuverability.

    ...Except the other classes don't really have the advantage of maneuverability in combat. Not enough of it anyway.

    Then I suggested things to make engineers, light assaults, medics, and infiltrators their own edge the heavy assault doesn't have during the exchange of fire phase. Your thread might have started off about what role the HA plays - it's already playing that role, just too well.

    The discussion will always boil down to "balance" and the primary issue is not simply that the HA has aspects that give it advantages over the other classes in an exchange of fire, it's also that those other classes don't have really any aspects of note over the HA. Hipfire is all they got, but otherwise, they're unshielded heavies.

    If you keep thinking this topic will stay true to whatever your OP is about, you'll be sorely disappointed. In the end, it all boils down to HA > everything else, and that's fatal game design.
  9. Stormsinger

    I was going to ask why, but then I went back a page, and found your ginormous post.

    Replies will be in context, colored green for convenience.


  10. Scr1nRusher

    This thread is going down to the Chaos Warp.
  11. Pelainis117

    Not first and not last time that I say that but heavy assault is balanced good enough. Simple to explain that all classes have them abilities. If you loose against ha then you are using your class in wrong way. All classes easy can beat heavy assaults just you have to use your class pros. That mean if you playing as a light assaults then keep your *** on top of the players where they can"t reach you( ability jump jet etc.) If you"re infiltrator you can attack enemy unexpected or from long distance (ability cloak also snipers/scouts). Medics - take cover heal up or while you"re behind wall also you get assault rifles guns which have impressive stats. Also you can heal your team players and shield up also revive that makes your class even more OP. Engineer - just put proxy mines and heavy"s get instant death.. Not good enough? Set up turret and kill him with big advantage and you have 3 different turrets.. Also you can support team by dropping ammo pack. I never had problems playing against heavy assaults then I"am in class. The only and only problem in heavy assaults I think is that they can survive headshot from close range sniper with 700 damage rate. (in close range)
  12. DeadlyPeanutt


    this is how a lot of FPS handle heavy weapons classes. makes sense.
  13. AlterEgo

    Indeed. That way, the HA still retains defense/offense, but now is far more susceptible. Although something would have to be done to the MAX's speed, it isn't that big of an issue. I'd be okay if a change like this happened.
  14. SQPD

    Remove nanoweave from heavies.
  15. TheFlamingLemon

    That's not changing the role, that just nerfs it and only slightly (it would still have 700 more health)