I checked the in-game description to be sure
I would say, that Voland is right , the 1 Speed stat value = 1 tile movement
I checked the in-game description to be sure
I would say, that Voland is right , the 1 Speed stat value = 1 tile movement
Then try to move 5 tiles diagonal with 5 speed points, good luck
Edit:
I made an ingame screenshot and painted a bit:
Edit:
Moving one tile to the right, cost 1 movement point:
Interesting here is that the “special case” (4+3 from the starting tile) is still reachable, but can also be explained like above:
The starting cost for the first AP is 5.25 movement points (MP) (21 / 4), he moved 1 tile in an direct adjacent tile, so -1 MP, 4.25 left for the first AP. Reaching the “special case” tile from this position would cost sqrt(3^3 + 3^3) = 4.24… < 4.25.
This seems to me a viable proof that internal the speed or movement points are stored and calculated as floating point numbers.
Edit:
Removed “speed” everywhere and replaced it with “movement” points or MP, never realized that in tactical battle it is already called this way (see above the info screen) … me <- blind
Low mobility of Heavy, should be a Consequence:
Without steps 2 and 3, poor mobility is Inadequate (as it is now).
2.1 Mediocre movement = normal shooting
2.2 Far movement with Jump Jet = little shooting
IMO, in general, a 1AP secondary weapon could help the Heavy, so why not a pistol proficiency like the Sniper has?
… do not call the ghosts, which you can then no longer get rid of. Or to put it another way: don’t give the devs any foolish thoughts.
I would like to have this “little” weapon for my heavies.
2AP fast heavy shot or 4AP initial skill or passive skill for “holding position” - gives “double shot / -1AP per shot” for Heavy weapons
How should this passive skill work?
I mean, where is the trigger?
Moving disables the ability?
When he shoot for 2 AP, what is with moving afterwards? Disabled?
Can I still shoot for 3 AP and then moving?
IMHO it should be an active skill that completely disables movement and then -1AP for heavy weapons except Flamethrower (already has 2 AP and is strong enough IMO).
I would just go with a stability stance that gives a bonus to accuracy.
through overwatch
Heavy is Not a Sniper, and the Aim mode will only counter the Heavy’s impression. It should look like a “rain of lead” or some Big Booms. Heavy = AOE = Sum of attempts
OK, I can understand how that should work, but it doesn’t really convince me personally. I often play aggressively forward and something like that is not really useful for me because it is a more defensive skill, designed so that the opponent has to come to me.
So Heavy = defensive / tanky, holds the position?
Tank + DPS
Heavy can tank and Must deal a lot of direct damage.
Well, for me, both is already given, in addition that I can use him very aggressively currently with War Cry and Brawler (IMO both not really balanced and a bit too strong).
Where is the benefit for a change you suggest for an aggressive gameplay?
Convince me, currently for me all of this would not be really useful (including @Volands Stability Stance). Give me a good offensive alternative for Brawler and War Cry (I assume you will get rid of these skills?).
On the other side, it seems to me highly speculative this way, I doubt that there will be a big overhaul of the whole Heavy class. I think they will only rebalance or maybe redesign a little the given single skills, but not changing them entirely.
For me, this is a conversation about how it should be. And I don’t believe in PP2.
OK, but what is with my other question?
Any suggestions to make a Heavy also a viable choice for offensive tactics?
All I can see would make him mostly a defensive point of stability to hold a position and let the enemy come in his range (hopefully).
I prioritise Self-Defence Specialist on Heavies for PDW (and pistols earlier). It really helps make them fully functional. Add Grenade Launcher, Flamer and Shoulder Mount and you have the (semi) mobile infantry.
Yes, this is almost the best solution, but dependent on random perk. That’s why I thought pistol proficiency as a base ability like the sniper could help generally. And it would give the NJ pistol some usage, at least for me, I don’t use it for snipers because of its inaccuracy, but my Heavies are mostly close on.
I mean a rage bursted Fury deals theoretical a max of 5 x 60 damage, not bad when jumped direct adjacent to an enemy.
Edit: … and a viable alternative to the usual bashing.
To get an idea of what it looks like in gameplay, it’s best to watch Gears Tactics video.
If you look through the PP, then as the most affordable option without modifications, this is Heavy with 2AP per shot = Assault and Desh = Jetpack. Of course, this new style must be supported by new skills (current skills will only hinder it).
RB = 3.5AP for 3 shots
This would fit the OPs suggestion, double the Amount of AP and increasing, balancing the AP costs for anything generally.
For your suggested RB:
8 AP overall => 7 AP for RB, 1 AP left for very little movement (1-2 tiles, max 3).
The rest I have to think about it, at a first glance it looks a bit to similar, i.e. Heavy = Assault (close).