[Suggestion] Heavy Assault shields WAY to powerful

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

  1. Oheck


    Well thats why I said it gives SOME insight into an individuals performance. Other statistics have to be looked at to determine how that KD was reached. So I agree it can't be depended on as a single means of determining performance.
  2. LT_Latency

    The problem with KDR in my opinion is it is a state for people who like picking on people who are worse then them instead of playing against players who are as good as them.

    If you put the best players in the world together someone of them will have kdr below 1. This doesn't make them bad they just have people of equal skill to fight.


    A really life example would be in CoD my friend had a clan where you must have a minim KDR of 3 to play with them. I have a KDR of about 1.5 They let me play with them after my friend told them to give me a chance and I smoked all of them.


    They reality of situation was after playing with them for a while.

    They only play with other good player
    They only use the best weapons.
    They pick on the weak (The back out when games get tough, they play 12 hours straight if they are going against scrubs)

    While I

    Only play alone so I don't have help from good players
    Use crappy weapons for fun
    I focus on hard players. I leave matches that are not a challenge and stay in ones that are hard.
  3. Ranik

    HA has needed something taken away from them to make them not quite the Go-To class for 80% of any fight. I guess the shield is one way to help balance them back to other classes.
  4. DreamlessLiberty

    Or you can take away their rocket launcher.
  5. Jalek

    You can't bunny-hop and ADADAD glitch effectively with the shield on, so the HA might take more hits but LA's can still win quite often.
  6. Smalltown

    K/D Ratios is still for douchebags. That is all.
  7. Suroped

    No they are not overpowered. The thing is that every HA has them by default. People don't need to gain levels or do something specific in game. Get certs and unlock the upgrade. You have access to everything from the beginning. SOE dumbed everything to appeal to wider audience.
  8. ValorousBob

    I agree with the others saying K/D means *something*, but this is also a good point. Score per minute might be a more useful stat.
  9. Bill Hicks

    Funny when a heavy has zero ammo he can only knife, but a medic can still heal and revive. An engineer has infinite ammo a infiltrator can still stealth knife or hack. An LA can still fly over a wall and arm the generators. All that utility and then they want to be able to get easy kills on heavies.

    These whiners forget that heavies trade the ability to dodge and adadad spam when they pop their shields. I often forget to pop my shields because dodging is better.

    Whiners need to KNOW THEIR ROLE. Not really hard to kill a heavy with his shields up due to the really low TTK. It like heavies crying about how much armor a tank has. No heavy is going head to head with a tank.
  10. AwakenRiceball

    Want to balance heavy assault? Simple method and I will stand by my suggestion I posted a quite awhile go.

    Melee/Knife attacks receive no damage reduction while HA shield are activated.
  11. Chubzdoomer

    This is a great example why I've been an advocate for removing K/D from the game entirely. All it does is result in nonsense like what's quoted here.
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  12. Simferion

    Blowing up sundies eliminates the attackers and Sundies aren't included in KDR. :rolleyes:
    I defended a base with one or two other soldiers against a squad. We lost and I was killed many times but I blew up 4 or 5 sundies, giving my allies the time to (not) arrive.
    My KDR was perhaps 0.3-0.4 in those 15 minutes or so... but my equivalent SPH was above 22k.

    And remember that if you are without ammo and dead, you cannot eliminate the base's defenders too. ;)
  13. skoorviel

  14. Chubzdoomer

    No, Skoorviel. You're putting words in my mouth with that quote of yours. The fact that you picked on the TS because of his KDR -- which is roughly 1, meaning that he generally gets a kill before he gets killed and is therefore perfectly fine -- is what I have a problem with. You extracted that one stat and bashed him for it. Just because his KDR isn't incredibly high doesn't mean that he's necessarily doing anything wrong or has no say in the matter. My KDR is higher than his and yours and I, to an extent, agree with him that it is sometimes absurd just how powerful the Heavy Assault's shield makes him. I'd like to add that you of all people -- an air hog -- have no right to come on here and bash someone because they kill fewer players before they die than you. That is why I don't like the KDR statistic. It doesn't feel like it belongs in a game like PlanetSide 2 that's all about making a sacrifice for your faction and assisting your team, and when it's made public it tends to result in just as much belittling and boasting as it does measuring one's progress. Jerks like you will always make me hate the statistic with an undying passion. Go on, now. Go rack up on some more rocket pod kills in your aircraft. Just don't expect to impress players like me who see more in fellow players than their KDR.
    • Up x 1
  15. Blackmar

    This is gold right here.
  16. Zotamedu

    Yes it does. Check the time to kill with all the SMGs and shotguns out there. Then there's the starter LMGs. NC has a TTK of 0.6 seconds from first hit. TR and VS has a TTK of 0.56 seconds. As long as the engagement is within 50 meters, which most of them are, then the TTK is so low that you barely have time to react.

    The human reaction time is about 0.2 seconds and add 0.1 seconds of latency over the internet to that and you see the problem. The only way you could get a shorter TTK was if you made all weapons OHK.
  17. Zan_Aus

    If you've got in behind him and you're not either: 1) Using a wet lettuce, 2) sucking, then even if he has superman reflexes how can you not have 3-5 bullets in him instantly?

    Its either instakill or your 800ish HP ahead as the fight continues.
  18. Zan_Aus

    Maths / statistics isn't your specialty is it?
  19. WalrusJones

    The underused combat classes just all need a gamemaker to balance them out.

    Light assault dual wielding may be a possibility, giving them an extra pistol holster in addition would help drive this to glory. (Without relying on a gimmick ability like melee kill=weapon steal, or a dual wield "attachment.")

    Infiltrators could use more sabotage, and sneaky abilities for infiltration. Give me AV magnets! Damn you.

    Engineers..... I... Honestly think are the only class not explicitly for direct combat to some degree. They are best for setting up fortifications and then driving the vehicles occupying the fortifications while supporting other friendly vehicles and maxes.
    Their ability to be a self sufficient vehicle pilot is enough, IMO.

    Combat medics... Why not experiment with a second rifle holster? It would make them adaptable grunts on the field when it comes to AI performance, without putting them too far over the edge in terms of power level at any one moment, thus, balancing out their support capabilities (OK All around combat performance (From improved adaptability due to their shiny second rifle slot,) but never being exceedingly powerful (Due to having no direct combat abilities.))


    I could also see the resist shield being brought in line with the adrenalin shield/NMG in terms of duration... Buut, not much more.
  20. Ravenorth

    I think that nerfing their standard shield would be a overdoing it, the class might need a little balancing, but it can be also balanced with other ways. The one thing that gives heavy assaults the upper hand is their moving speed, since they can run the exact same speed as every other classes, which shouldn´t be possible for them. They they are carrying the most heavy and powerful weaponry in the terms of firepower and a shield, which further increases their powerfulness, so its the most reasonable change to make them a bit slower than every other class.

    Its just a bad game design that someone with powerful ability like that + LMG and RL can keep up with the movement speed of every other class. The more powerful you are, the more slower you become, its a very basic system used in majority of online shooters and even in single player games. Everyone can agree that HA is without a doubt most powerful all around infantry unit in the game, so change like this is good way to start without a need to touch their special ability.

    I can only wonder why they didn't introduce this on the PS2 in the first place, since its used in so many games.
    • Up x 1