Heavy Assault is OP, redundant, and not needed

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Cheetoh, Jan 6, 2015.

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  1. Cheetoh

    Popping their shield and having an instant 700 health points in a 1v1 fight against non-HA infantry is O freaking P.

    Give engineers their rocket launchers and anti-vehicle grenade, do away with the sniper-magnet MANA turrets, and if someone wants to play heavy assault, then play as a MAX. At least those two classes promote teamwork with each other.

    At a very minimum, HA should only be able to activate their shield with the rocket launcher selected.

    But really it's just a redundant class.

    I've spent over 2000 in SC on my HA class, so I'm not just saying this just to say it. I really feel changes need to be made.
    • Up x 1
  2. HAXTIME

    Here we go again... HA is neither redundant nor OP IMO. Did you just get killed by one in a 1v1 dps berserk?

    HA is prime cannon fodder so that zerg hiveminds like you have something to shoot at while more elite operatives infiltrate and flank the latter.
    • Up x 4
  3. REndymion

    Don't 1v1 Heavies unless you are a heavy.

    Unless you're a heavy avoid being the first person to enter a defended building, let your own heavies and MAXes do that and follow up behind.
  4. Nexus545

    My only gripe is that they have so many pros and not enough cons. Personally I feel either HA should get a shield activation delay or the LA should get a LAW type rocket launcher.

    HA just seems OP because it has so much more than any other class. Medic and HA is almost all PS2 is about in large base fights.
    • Up x 2
  5. Kalivix

    They are kind of redundant as LAs have C4 to kill tanks and our rockets do almost no damage anyway (especially the lock on ones which are the only ones that hit). On top of that LMGs are the jack of all trade guns so you'll lose most gun fights unless you happen to be at the perfect range (which basically seems to be very long range).

    Oh and I LOVE how people try to make it look worse by saying "They get 700 health!!" when in reality its "they get 0.5s more time to live!!". Oddly enough that 0.5s the shield gives rarely ever helps, I'd happily give it up for the ability to fly (positioning is king in this game), or stealth (getting off shots from behind before they know you are there is WAY better than 0.5s longer to live), the ability to revive a whole platoon several times (ah revive nades... such a dumb idea).. basically every other class ability is better.

    Hell engis are basically better HAs as they get the mana turret which is 10x better at killing vehicles, carbines which are way better than any LMG except at very long range, ammo pack so you never need to worry about running out, tank mines to blow up sundies solo (something a heavy can't do unless its a new players sundie who has no armour upgrades yet).

    So ye... why don't you play a heavy for a while so you can see how bad they really are, the only reason I even play a heavy right now is

    A. I hate MAXs and dumbfire rockets are the best way to deal with them (the only use heavies really have)

    B. I'm about 100 kills from my godsaw and while the stats make it look like a carbon copy of the normal SAW I still want to unlock it before I move onto playing the good classes.
  6. Flapatax

    MAXes are terribly balanced and awful for the game. The heavy fulfills its role quite well.

    Declarative statements are fun.
    • Up x 4
  7. CapEnTrade

    *pulls radio down from slot inside tank*
    "Lieutenant!, We've got another noob complaining about the heavy soldiers..."
    *I wait, taking a long slow drag on my cigar. The radio fuzzes a bit and the lieutenant comes on*
    "Hmm, another one huh? You'll just have to silence it."
    *I smile and flick my cigar to the floor of the tank, hanging up the radio. With the mechanized controls I swivel the tank's chassis to face the poor noob and the dull thud of a loading shell is heard. With the mere pull of the small trigger on the guiding lever a loud crash shakes the chassis as a burst of color at the barrel is dispersed by a leaving shell. The poor noob was never hear from again.*


    Seriously though, please no more of these silly nonsense threads. They are based on zero logic and all noobish opinion.
    • Up x 3
  8. Leivve

    F to win mesh shield pisses me off at times. Which is why I feel the resist shield should be buffed more and made the default.
    LMGs annoy me because they have a frightening high TTK that rivals a full auto shotgun at point blank, while still maintaining that power out to 70+

    I don't think they need to be nerfed. I think they need to have some things rotated about, and other things buffed so they can compete.
  9. FieldMarshall

    Calls HA OP and redundant.
    Tells people to play MAX.
    • Up x 4
  10. xMaxdamage

    the amount of this like of ******** threads is so big I'm starting to think this game will soon become medicside.
  11. FateJH

    At your feet I throw my 5 AT mines, 4 C4, 3 AP mines, 3 turrets, the Repair Tool, the Ammo Drop, and a Sticky Grenade indignantly.

    And then I run like the dickens. I just threw a grenade at a pile of explosives.
    • Up x 4
  12. Allin

    Fights class made to fight infantry AND WIN IN IT with non HA class or alone.

    Dies.

    Think's it's wrong.

    Ok, so, the Lightnings are OP becasue you can't win with them as infiltrator?
    • Up x 2
  13. Auzor

    Engineer gets an 845 rpm bullet hose on several factions.
    HA is typically stuck with 750 rpm "bullet hose". Also, the LMG's have, iirc the highest vertical recoil of all the automatic weaponry.
    In addition, atrocious hipfire accuracy on the move.

    845 rpm, 143 dmg LA/Engy with nanoweave engages HA with 750 rpm, resist shield.

    845 rpm: 1/845*60= 0.071.
    All bodyshots: 143 *(1-0.45)= >78.65 dmg/bullet. 13 bullets
    --> TTK: 13*0.071=0.923s.
    (actually: first shot at time "0"-> 12*0.071=0.852

    750 rpm: 1/750*60=0.08
    All bodyshots: 143*(1-0.2)=114.4. -->9 bullets
    TTK: 9*0.08=0.72
    (1st shot time "0" -> 8*0.08=0.64)

    0.852-0.64=0.212 seconds.

    headshots are an issue for all heavies btw. Also, all shields need time (/kills) to regenerate; without shields the heavy is more vulnerable.
    The above also does not take headshots into consideration.
    Finally, consider the following:

    Our LA hero picks a carbine with good hipfire, adds laser sight.
    At short range, he can strafe & shoot @ 100% movement speed.
    Alternatively, he can pick a carbine with 0.75x ads movement. (the Bandit for NC for example);
    meanwhile, the heavy is stuck moving at 0.5x (the Carv, .. ), with shield up, so another 25% movement reduction.
    In the above "blue vs red" engagement, the LA did not outflank/whatever with his jetpack.
    The engineer did not put up a turret for extra cover/plant mine/..

    Things can get more complicated: instead of a LA/Engy, consider the Medic, with the cycler TRV (845 rpm, 40 rounds), or the TAR (800 rpm, better hipfire and I thought the 0.75 ads speed), with nanoweave; activating "self heal" as the engagement starts..
    If the medic can duck behind cover for say.. 2 seconds, the extra health can make a serious difference.



    One difficulty with "the heavy" is the combo adrenaline shield/ nanite mesh + nanoweave. Not gonna calculate, but keep in mind that that shield drains over time.
    Duck & weave in & out of cover as medic; HA is losing extra health over time; you are regenerating. And aim for the head;
  14. Cheetoh

    QQ

    Don't mess with my Heavy. lol

    Quit being a bunch of babies. Calling people names. Is that all you got?
  15. z1967

    HA has numerous problems with the class. Redundancy is not one of them. The problems are that the class is too versatile, its ability isn't very situational, and its effectiveness at killing is questionably powerful (when combat is 90% of the game).

    First the versatility portion. This is likely one of the biggest of the three issues, as the class does too many things at once. An LMG, a shield, and a rocket Launcher? Just the LMG alone could be considered a tool because of the incredible crowd control it can do. The shield allows tankiness only comparable to the MAX (but obviously less effective, sorta). The Rocket launcher is the main issue though, as this is easily something that belongs on an entirely different class. Now the solutions. LMGs are fine, despite overperforming stats wise. This is likely because of the platform and not because of the actual weapons themselves. The Shield needs to either not block as much damage or come with a more severe movement penalty. There is no reason why the shield should increase the TTK on HAs by 50%. The Rocket Launcher is one of those things that should either be in the same slot as an LMG, or on an entirely separate class.

    Next is the Shield and it being a bit too useful/powerful. The shield, as it is on live, is either in the form of a 40% infantry small arms resistance or a flat 700 (more around 500-600 by the time it actually matters). I feel that this is too much, and is essentially allowing players to spontaneously block damage and tank inordinate amounts of rounds. This is fine in HA v. HA, buts since this game is not a one class only game (or balanced on 1v1s), it is understandable that perhaps in a HA v. LA/Engi/Medic/Infil that the shield's power gives them too much of a direct combat advantage (which is my third point).

    For solutions, I would suggest that the shields be changed to be less powerful but, be more user friendly and consistent. Resist would likely get cut down to a 20% resistance instead of a 40% resistance. However the shield would get a buff to how long you can have it on for, making it entirely feasible to have it on for long periods of combat without suffering regeneration. NMG would be changed to only block 250-300 damage, but would have damage decay at a much slower rate (so your shield can be flicked on before entering a room and still have an effective shield). A possible faster recharge also could be something added. This change would affect adrenaline shield, however it is currently bugged (does not regen shield on kills) so I don't know exactly how it performs when not bugged. These changes would allow you to have the shield on longer (for example, point holds) and/or be able to more effectively use them in room breaches.

    TL;DR
    -just read the first paragraph (its only two sentences) to get the gist of things
    -LMGs are fine
    -RLs need to be moved around so HA is less versatile, either a new class or moved to the Primary weapon slot
    -HA does too well at combat, which is 90% of the game and not a good idea to give to one class all this power
    -Shield nerfs with some ease of use buffs
    -Resist is halved but gets more up time
    -NMG is also halved but gets a very much needed buff in up time and maybe recharge rate
    • Up x 1
  16. Nexus545

    And the HA gets AA lock-ons, AV lock-ons, dumfire rockets, an IWIN button, LMGs, AV grenades, Concussion grenades and C4
  17. CapEnTrade


    I disagree with everything.
    Esp resist shield changes. There is no darn point in using it with NW in the game if you had your way.
    Glad you don't work for SOE.
  18. gigastar

    Why bother taking the bait? Just report the OP for making a nerf thread and move on.
  19. HORNYBOSS

    Too bad, most of people that answer your post are HA noobs, so they of course defend themselves and say that you are stupid.
  20. eldarfalcongravtank

    i main medic most times and don't have problems with heavies. if one pops his shield in front of me i just laugh as he made it easier for my shotgun to kill him
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