Improving Heavy's Longevity

Post » Thu May 19, 2011 3:15 am

I've been enjoying BRINK immensely, but I've found the Heavy's lacking. I don't mind the slow movement and the weapons are well-balanced (except for that silly EZ Nade). What I DO mind is the pitiful HP difference between the body sizes. It's a 2 bullet difference between lights and heavies.

While I think a base hp change would help things, a slightly more creative solution might be to change the extra hp pips from a flat number to a bonus percentage. That way a heavy would benefit more from a life buff than a light. Currently lights benefit proportionally more than heavies. (Lights get 83% more health, mediums get 71%, heavies get 55%)

As it stands the pips give 30, 25, 20, 15, and 10. Totaling 100 extra hp.

If you were to convert them to a percentage bonus of say 25, 20, 15, 10, and 10, each body type would have 80% more health.
Light max: 216 (-4). Medium max: 252 (+12). Heavy max: 324 (+44).

The total health a heavy could have seems high, but the only way a heavy could get that many pips is through good old fashioned teamwork: BOTH a medic with improved life buff and a engineer with command post upgrade would be necessary. (Would also help justify the obscene amount of effort bots spend capturing CP's)

Thoughts? Concerns? Otherwise snide remarks? :wave:
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Luis Reyma
 
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Post » Wed May 18, 2011 5:57 pm

I think we'd have to re-configure all of the weapons' damage then if this were implemented, which would take a lot of work and decisions.

I personally think there should be a "Percentage of Damage" reduction / addition to each of the bodytypes.

Example would be Lights would take the current damage they would as of now, Mediums would take about... 10-25% less damage from guns, and Heavies would take 30-50% less damage from guns.

How does that sound?
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Dan Stevens
 
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Post » Wed May 18, 2011 10:57 pm

(Accidental Double Post)

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Carlos Vazquez
 
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Post » Thu May 19, 2011 5:13 am

A headshot with a max buffed Barnett is 248 damage, right? I don't know if I like the idea of mediums surviving buffed headshots, but the amount of work involved to get that HP might make it acceptable, and percentages over hard numbers does look like it scales better.
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Mari martnez Martinez
 
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Post » Thu May 19, 2011 8:04 am

I agree that the heavy needs more HP, but those exact numbers are a little to farfetched, because 30 HP from an average buff isn't that useful to a heavy.
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Sabrina Schwarz
 
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Post » Wed May 18, 2011 6:28 pm

Honestly, after a short tryout period as a Heavy early on, and a more solid amount of experience recently, I think heavies are pretty well balanced.

IF they need anything, and IF they get anything (which I don't think they do, or should), then a +5 bonus to each pip of extra health would be fine by me.

That makes Heavies more durable the more they get buffed.

Normally, first extra pip is +30 health - I'm suggesting Heavies get +35. Dropping by 5 with each subsequent pip would function as normal, so for each pip of heatlh, the Heavy has +5 health more than the other body types. It's only a maximum of +25 health, which isn't much, but I think it would be enough to reduce complaints - and the fact that you need people buffing you really take advantage will help encourage Heavies to stay with teammates, which is what they should be doing anyway.

But as I said, it's not needed. Use Heavies right and they're awesome.
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Ricky Rayner
 
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Post » Thu May 19, 2011 9:45 am

My 3 character is a heavy. I think the Devs are taking a look at heavies. It is a slippery slope with the Heavy: Too much HPs and they will beast everybody else. Its a sticky situation.
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Kevin S
 
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Post » Thu May 19, 2011 7:33 am

its not the health thats the problem it the size of the person the heavy is a billboard to eat bullets and they cant run from it
....if your a light get shot once and you hit the floor for cover and get your bearing the heavy might try to but dies in effort


Heavy :gun: :sadvaultboy: :shocking: :thumbsdown:

Light/medium :gun: :ahhh: :tops:
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Ian White
 
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