The Heavy NEEDS a buff/ SMGs are too good


(tokamak) #21

Put range into the mix and your heavy weapon wont’do a lot either.


(GodsInHisHeaven) #22

I agree with the OP in evey possible way.

Tune heavy weapons (they need to be freaking usefull), increase his speed by 10% and buff his health by at least 20%.

SMGs need to have either smaller clip size or deal less damage. Rifles are to inaccurate.


(MonoXideAtWork) #23

Was discussing this last night, and while I do believe the SMGs to be pretty much where they should be, top tier for most engagements, I think some incentives to play the classes other than medium would be great.

Heavy- Immune to knockdowns
Light - Akimbo weapons (primary and secondary out at the same time, cannot ironsight, may fire primary with left click or secondary with right click)

Just my 2 cents.


(Nanimo) #24

I’m ok with the speed, they just need to buff a little the heavy weapons (not much) and maybe his health.

I played light for the first time today (I play heavy since the launch), I can down heavy in incredibly fast time, I understand why I have so much trouble vs smg.


(hobodefcon) #25

After spending alot of time playing heavy, this is how I roll.

Chinzor with extended mag and muzzle with AR as secondary for long distance shooting. As heavy, don’t push into a choke if you know you are going to get shot. Your movement speed will be too slow to turn the corners before the other person or team starts shooting you. Also, always shoot with iron sights (on the chinzor anyways). Sometimes, take the long route around and shoot the enemy team in the back, you can take out half their team on a full clip. On defense, sit back and let them pop out into the open but dont chase when they are weak be cause again you will be too slow turning those corners to use them as cover.


(Ragoo) #26

Considering how ****ing fast SMGs kill right now I think they rather need a nerf before anything else is done ^^

Then yeah I agree that the Maximus needs to be easier to control and also overall recoil is all over the place on ARs as well.
As it is I don’t want to use anything but the Carb9. If I’m really forced to do mid/long range stuff I might as well try to snipe someone with the revolver+scope lol


(obliviondoll) #27

I totally disagree with the OP on both points.

Heavies, in their niche, are the best at what they do.

Lights, in their niche, are the best at what they do.

Mediums can swap between both extremes, not quite as good at either side, but providing flexibility and strategic variety for the team.

Heavy weapons can literally shred an entire enemy team if used correctly.

SMGs are great when you’re in close, but a skilled opponent with an AR will be able to burst-fire much more accurately and kill off almost any SMG user if they can keep them at the higher end of mid-range.

I can function effectively with any weapon in the game, if I set it up right, but I prefer to run as a Light, and I prefer to use the Galactic SMG for most situations.

I can’t honestly say it’s BETTER than other weapons, but it suits the way I play. When I’m a Heavy, I take the Chinzor and Gerund, and I can literally gun down half the enemy team and still have most of my health left when I have ammo for the Chinzor.

As for ARs, as mentioned, the Gerund is my preference, and using it ADS and mid - long range, it will DESTROY an SMG-wielding enemy if you fire in short bursts. Again, I’ve even done this against the AI on Hard.


(peteXnasty) #28

An AR or SMG will have more bullets stay on target atimeit you in the time it takes for a heavy weapon to have all the bullets it needs connect. Even at close range.

Fire a chinzor full auto into a group and you find instead of decimation, its putting 2-4 bullets into each person giving the team time to have someone turn around and lay into you.

And heavies die just as fast as anyone else. I can’t tell the difference when rolling my heavy medic/engineer.

Tuning is required. But the EZ made is fun when a team wants to camp out an objective in a tiny room, haha.


(Nanimo) #29

oblivion, I don’t know vs what kind of player you did that, but even with the chinzor, like peteXnasty said, with the spread you’ll put 2-3 bullet in everyone and with people having some reflexes (or the 6th sense) they’ll just turn and kill you.

Yea I already did a few time some nice action, killing 4 people in the back while they were packed in a room, especially at the launch of the game. But now, people start to get some common sense and move more.

I still manage to do some nice action with the heavy, but it’s really a struggle. I’m not confident about having heavy in clanwar.


(KAS--Will) #30

I don’t know… I used heavy one time and it seemed fine… I just noticed the problem is most heavies can’t hit me… which is a pretty big problem if you ask me…


(tokamak) #31

[QUOTE=obliviondoll;310978]Heavies, in their niche, are the best at what they do.

Heavy weapons can literally shred an entire enemy team if used correctly.
[/QUOTE]

That’s how’s it’s supposed to be, but it clearly isn’t that way right now. Petexnasty put it right, the actual damage output of heavies is way lower than ARs and SMGs.


(obliviondoll) #32

I’ve only used a Heavy online once, but also played against the hard AI a few times. I’m pretty sure the AI was harder to beat than human players when you’re straight-up assaulting them as a Heavy. In the online game, I was carrying a Chinzor. At one point, I cut down all 8 players on the enemy team (3 players, 5 bots) before the rest of my team showed up. They’d charged in uncoordinated and got slaughtered, and I showed up too late to help. They all took the spawn wave, while I did the killing. When the rest of the team arrived, we set up to do the objective, and with some support, managed to hold the entire enemy team off for the entire duration of the objective (which was the one where Security Engineers need to cut open the safe).

ADS is a necessity to control the recoil enough to keep the bullets on target even at short range, and trying for headshots is pretty important too. Engineer buffs are critical, so is being a Soldier with AP Ammo. When you’re missing any of that, you’re best off acting as support, and working with teammates - and in that position, with friendlies, Heavy characters are brutal.

You don’t have a massive health advantage, but if your team’s controlling the Health CP, and you’re buffed sensibly, you’ve got at least a 1 pip bonus over your enemies as well as the base health advantage over most. It works well, honestly.


(xzen) #33

From DenKirkson:

Light has 120 health
Medium has 140 health
Heavy has 180 health

Up to five extra Health Pip buffs can be acquired. One from Hardened, Two from a Health Command Post and two from a Medic.
The first additional Health Pip adds +30 health to all Body Types.
The following Health Pips add +25, +20, +15 and +10.
Having all buffed Health Pips is a total 100 extra health.

This means that with full health buffs, a light body type has nearly 100% extra HP while the heavy only has 50% extra or so. Maybe making the health bonuses multiplicative instead of additive could help alleviate the problem (but I’m no game designer~)


(iFork) #34

I find the chinzor great for focus firing down enemies in succession in short to mid range, not much for groups but I guess that’s what the nade launcher is for


(tokamak) #35

It’s a blunder indeed, either SD can come up with some really clever justification for keeping the buffs flat or they can just admit they faltered on this.


(Kalbuth) #36

My noobish PoV : my stats are clearly up with CARB-9. Indicative of a easy-to-use but effective weapon, in my book :slight_smile:


(xXReavexX) #37

i agree with this post 100%, when i see a heavy it disappoints me that i can kill him with a light guy using a sub machine gun, he should stand damage for a while even if like 3 people are shooting at him he should still be a tank walking towards you, im not saying he should be invincible im just saying he needs a major buff so i hope SD consider it in their next update


(Kryhavok) #38

I also agree SMGs need nerfed or heavies need buffed. I feel like the SMGs play right and have the proper range drop off. They really are only useful in med-close range, otherwise I switch to my AR. So I guess the heavy MG’s need a buff.

For the most part, they’re fine. I was mowing guys down left and right with the gatling gun, but most of the time it was by surprise and they weren’t shooting back and I was using cover well. Then I switched to the Maximus and got close to the enemy spawn. I had full health, as did the enemy. He was a medium or maybe even light body type and was using a CARB-9. I had the jump on him by just a slice of a second, so I was definitely firing first. It was very close range so I was not missing and I could tell I was hitting him, but he took me out faster. I’m not one to call bull every time I die, but there was definitely something fishy about this situation. I should’ve killed him and had half my health left at least. :confused:


(tokamak) #39

I think the problem with SMG is not that they’re too good for their niche, it’s just that their niche happens to be a big part of the game, the majority of fire-fights happen up close, which is where the SMG excels.


(trollface) #40

A heavy with ez-nade on a high spot, and a medic to keep him constantly healed up will destroy any attempt at planting on an objective without even showing his face. You will get your ass knocked down non stop. So about 2-3 of you will need to make your way to their camping spot and take them out, but then that fully buffed heavy changes to his secondary assault rifle with noobtube and bounces your newb asses and then finishes you off without his medic even getting out of cover.

Thats just one of many scenarios where heavy can be very useful.
Learn to play.