[Suggestion] Heavy Assault shields WAY to powerful

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Fatalness, May 11, 2013.

  1. Fatalness

    So when I walk up to a heavy that doesn't see me or I get first shots on, I should get the kill right? WRONG the shield lets the heavy to turn around with his shield activated and kill me when he doesnt know Im there or I come around the corner and catch him by suprise. Its way to OP. Bump every shield down by 8-14% and it should be fixed.
    • Up x 1
  2. Xind

    I think they might need to look at resist shields effectiveness, but the other two actually degenerate how much they absorb when you're not even being fired at in addition to recharging slower than the resist shield. (Adrenaline has it's own mechanic to boost that speed)

    It depends heavily on what weapon you were using too. If you rounded the corner with a sub 750 rof weapon (that does 143 damage a shot) they could have any number of 800-845 rof weapons (smgs/carbines/assault rifles) or a shotgun that would turn that battle around without specific use of the shield. (Unless you Gauss Saw'd 'em in the head)
  3. Zotamedu

    If that is the case, then either you were too bad or the heavy was too good. With the extremely short TTK, if you get the jump on someone, they should be dead before they have time to activate the shield. I've had it happen to me so many time it's not even funny. They shield is fine. Stop demanding nerfs for everything that happened to kill you.
    • Up x 9
  4. DashRendar

    Well I think you have a point, but I don't agree with the solution you've put forth. To properly balance heavy assaults to other classes you need to have the lighter easier to kill classes have higher DPS while the heavy has lower DPS guns but can tank more fire so it evens out. That's sort of the case now, but the DPS differences aren't significant enough.
  5. phreec

    Nah it's pretty balanced IMO. It comes with severe downsides in mobility and stealth but could save your life when running into bad shots. It's not like the shield turns HA's into MAXs.
    • Up x 8
  6. Zotamedu

    You can't get the DPS higher than it already is.
  7. Invako

    Also, if you're playing infiltrator, I think you're missing the point of your class. Even when sneaking from behind, an Infil is not intended to go to the mattresses with a Heavy Assault. Even with a pre-emptive strike, you SHOULD lose that fight. Use your infil to harm key systems, locations, and above all, key players. Target medics, engineers, etc. Lay the prox / claymore / betties you should have by now. If you expect to mow down heavies with your SMG and win every time, you've simply forgotten the purpose of your class.
    • Up x 3
  8. LT_Latency

    Game doesn't even have fast TTK.

    Games like counter strike or Day of defeat have fast time to kill.


    But i do think the heavy is fine.
  9. Deathrus

    He's right. I play heavy majority of the time..

    A good heavy can take on all of the classes straight up and win everytime, infiltrator I can turn around and kill most of the time.
    • Up x 1
  10. LT_Latency

    Nah
    • Up x 1
  11. Alarox

    So you're suggesting making Heavy Assaults deal 30% less damage so they can take 30% more? Sounds absolutely horrible. It's like giving Medics lower base health because they can heal themselves, or giving Light Assaults 3x more gravity because they have a jetpack. Or making Infiltators glow with LED lights normally because they can use cloaking.

    The point of the shield is to give Heavy Assaults a direct advantage in head-to-head combat. Similarly, healing gives the Medic a direct advantage is battles of attrition. And jetpacks give Light Assaults an advantage in flanking and positioning. Cloaking gives Infiltrators an advantage in sneaking behind enemies.

    And how would you balance cross-class weaponry? "Oh, sorry, Heavy Assaults are just bad soldiers so anything you give them automatically functions worse."

  12. Xind

    Total disagreement. If you're losing to players you get teh drop on you're doing it wrong. Get close and shoot/stab them for a quick kill. Watch them until they reload then attack, if you're a ********* NC/VS inf, just walk up and drop a mine under them. If you aren't using any TACTICs as an infiltrator you should die, but you hold all the cards when they don't know you're there even if they have quick reflexes to respond once they realize you are.
    • Up x 1
  13. skoorviel

    Judging from your K/D, I can only venture a guess that it's not the HA shield that's the problem, it's your skills.
    • Up x 3
  14. Jrv

    The heavy is a beast, and countless times I've been shot in the back, losing all my shields, before quickly jumping to the side, activating my mesh generator, and blasting their face with my EM6 while they frantically readjust their aim. That's just the nature of the heavy when you confront him in close range. If you're good though, you'll watch my movements and move in for a burst on my head when I'm lining up to shoot someone else. Those are the good players, and I don't have a chance when that happens.

    Get good.
  15. Goden

    Oh look, someone who actually thinks K/D means something. Cute.
    • Up x 2
  16. DashRendar

    Not necessarily. Look at SMGs, what do you notice? SMGs have a DPS quite a bit higher than Carbines, which in turn have higher DPS than AR/LMGs which are on equal footing. This works in chorus with the range dropoff to niche the weapons for their range and so you don't typically have SMGs outgunning ARs at AR range and vice versa. The problem presents itself when you have a heavy wielding an SMG because it blows that balance. Heavies with shotguns blows it too. I think heavies of all factions should be banned from carrying SMGs and shotguns except for the Jackhammer on NC because it has a built in lower DPS than typical shotguns already, so it's designed as a heavy assault weapon. If it were already that way then this thread wouldn't exist and I wouldn't have to explain this :)
    • Up x 2
  17. Jrv

    It obviously does to a certain extent. It's like carbon dating, it's not specific but it gives you the general idea. Like if it's absurdly high (above 6, 7, etc.) you're obviously doing something cheesy. But a good player will hover over a 2.0K/D, a competent player 1-2 K/D, and a bad player is someone who can't manage a 1.0K/D. :D
    • Up x 5
  18. Xind

    This. I've been saying this over and over again. Not only would it be better for balance I think it would increase diversity in class usage.
    • Up x 3
  19. DashRendar

    And maybe more guys would use the Jackhammer and realize how awesome it is.
    • Up x 3
  20. Jrv

    jackhammer is great, but you guys are exaggerating. It's really not that big of a deal, SMGs and shotguns will kill a heavy a fraction of a second slower than another class, it's more about who's the better player really. Sure, they have an advantage when it gets down to really tight situations, but that's the nature of the class.
    • Up x 1