SOE likes to put lots of nerfs in a single patch. When it comes to nerfing stuff, they don't do baby steps. That what I've learnt Just look at the fate of ZOE.
Well aware, and they need to stop that... As stated previously, I don't feel that the removal of the movement speed decrease would be unjustified after this alteration...or at least less of a reduction. It would stave off some of the blow from the nerf by supplementing a slight buff.
Since when doesn't the overshield offer head protection? What LMG is superior to it's closest Carbine equivalent? Doesn't mean you wouldn't do better with a Carbine. DPS say very little, in and of itself. Orion is less accurate at all ranges, both in hip fire and ADS. Depends on one's play style. If short-medium range is 90% of engagements, what do you need a long range weapon for? SMGs are better at close range, a few aren't terribly far off at medium range, and the Orion isn't really any good at long range anyway.
I want to know what SOE's intention is with the Heavy Assault, though. The shield made them great at being a meathead, rushing headfirst into fights and pushing the line. With a ramp up time though, the shield won't be viable in fast paced CQC, and the movement speed reduction prevents the shield from being a storm-ability. It looks like they want Heavy Assaults to become stationary defenders, but Engineers already do the defending better with their turrets and mines.
They will be the EXACT same roll now. The chargeup time isnt going to be minutes. the only difference you will find is you wont be able to reliably pop the shield as a panic button. Nothing will make you fight defensively but you after this. dont see this being a game changer at all.
I'm not really sure... As Moisture said, I don't believe this will destroy your juggernaut capabilities...but rather remove the ease of a panic button. With that said, as previously stated, it might be prudent for the Heavy Assault community to push for a removal of the speed debuff as a method to compensate for the blow. Regardless of how everyone looks at this...the ramp up time is a newly incorporated weakness, a downside to the ability that wasn't initially present. So, the justification for the speed debuff may no longer apply...the shield has a new weakness in the form of that ramp up mechanic. Without the speed debuff, or a lessened version of it, you may find yourself more comfortable with the change. It'll allow you to make up for the time lost during the ramp up when you decide to charge into battle, because you'll no longer be slowed while shielded, but you still lack the ability to use it in panic oriented situations to easily win the conflict. ...or so my theory crafting believes.
Well, it's a pretty big game changer in CQC. Shotguns and other dedicated CQC weapons have an extremely short time to kill, so if you're in a building/tower, any ability that isn't instantaneous becomes inadequate. I sometimes use my Heavy Assault for tower defenses, but if the shield gets a ramp up time, I'm pretty sure my Light Assault will be flat out superior in every way after the balance patch. Previously it was a choice between a slight advantage in head on fights versus extreme maneuverability. Now it's not even a contest anymore.
This is what I use NMG for 90% of the time. I reflexively hit mouse 5 (my shield button) any time I start taking damage, which usually keeps me a live for the moment I need to assess the situation, and either destroy the threat, or get to cover.
Wrong on both accounts. The Gauss SAW and EM6 say Hello! Plus if you're in need of something with higher ROF or that does more damage in CQB, you can always equip an SMG or shotgun. HAs also have a great variety of rocket launchers which allows them to fend off enemy aircraft and armor in many different scenarios -- something that other classes simply can't do.
Around 70%-80% of people I kill and die to are HAs. They are everywhere. And there is a perfect reason for it. Infiltrators have to rely on positioning heavily, trick enemies, flank them and still have less HP then others and quite easy to see cloak and crappy weapon choice. LAs are all about flanking, they have to think of how to get maximum of having JJs. Those jumpjets won't really help in a direct fight, so you need to be creative and properly position yourself. Engies don't have any ability for a direct fight, you only have a turret, that is cool, but you need to position it well and constantly monitor the situation or you will be flanked and killed. Or a sniper will kill you. Or a grenade will. Medics have to survive, heal and resurrect teamates. They have an ability, that is useful in a direct fight, but only somewhat useful. Heavy Assaults are not about thinking. They are about rushing and pressing one button in hopes to kill somebody. They can just run from building to building in bigger base, meet people in 1vs 1 conditions and win due to overshield. Point is, their ability do not require ANY planning, it is just HP pool on demand. Just as well, they happened to have AV weapons, best grenades (conclusive grenades are just a cheat!) and quite fine LMGs (they kill just as fine as any other weapon). And that is the problem. All other classes need to be somewhat creative to be effective. HAs don't. HAs just need to press the button when being shot at. That is why we see 80% HAs on the field.
You know, I've been looking up the stats for people's characters when they say things like this, because it is testable. And **** me if you aren't the first person I checked that isn't lying through their teeth. Looking at the weapons you have been killed by, you do seem to die about 70% of the time to HAs! Have to say though, I think this is usual. Its not true for any of my characters at least. Still, the number of people playing Heavies is not a justification for nerfing the class. If it was, we should base faction balancing on the population numbers, right?
Not really, that kind of HA player gets one kill and dies, if you want to be effective you need to think a bit (i.e. don't behave like a mindless zergling)