I would remove all accuracy penalties from heavy armor… its speed penalty is bad enough (and those armors are supposed to be exoskeletons anyway)… and on top, i would change JetJump to only require Willpoints, not Action Points… like 6-8WP per use… it would give Heavy ability once in few turns to jump in “death from above” style and wreak havoc… All in…
Its a game, its suppose to be fun… and whats more fun than a flying heavy tank???
I mentioned somewhere else a special ability for the Heavy called “Jump & Shot”, costs all 4 AP and a bunch of WP (5-6) but you can jump to a certain position and fire you main gun directly after landed (nothing else, somewhat like Run&Gun in FXCom). This would be most effective with heavy guns because they are the direct fire weapons that deal the most damage in the game.
I would like that
How to achieve without changing to much on the skilltree of the Heavy?
One Idea I have was to give him this ability right from the start at level 1. And then we could also think about the proficiency to use the jet pack only for the Heavy class. With this special ability only for the Heavy we can completely get rid of the jet pack proficiency and anyone can use it without a chance to fumble.
This way we can also keep the accuracy penalties on the heavy armor, but maybe it would not a bad idea to exclude heavy weapons from it to make them more versatile. So penalty yes, but not for heavy weapons.
Maybe?
I wasn’t being rude in any way to anyone and it doesn’t appear like anyone (but you) perceived me being rude. Maybe you should focus less on moderating others if you feel like you haven’t slept well - because what you’ll be getting here is more of this silence that you hopefully intended and you two can discuss it with each other. Goodbye.
I always thought of run&gun as a bit OP in firaxcoms, but then those games need alpha tactics and thus it became somewhat valid. I see firaxcoms OP skills as a response to the pod system, as well as the pod system being a response to the OP skills, it’s a loop.
If we were to have a skill like that in PP it would be a bit OP too, because it’s not only a shot, it’s a shot with the most strong weapons in the game, up close, with a guaranteed full hit most of the time. MG fire up close is very deadly. Using a lot of WP adds weight to the choice of using it, but you would probably recover some WP immediately from killing the enemy, and you’re still using 6 AP for 4 AND getting the heavy in HA up close to an enemy, all in the same package. It seems to me much more like a lvl 7 skill at the end.
Maybe the devs have thought about it and that’s why we have jet jump as 3 AP + bash as 1 AP. However bash turned out to be too strong for heavies and thus we started using it a lot, but it’s not really the most fun use of the weapon, as we have discussed.
But what’s the difference to do something similar with an Assault/Sniper with heavy weapons perk? Dash, shot, dash is even a bit more safe, because you can get out of LOS after the shot. You only need 2 low level skills for that and it rises to much more power when you add RC and MfD to this combo. With Frenzy you’re also able to go pretty long distances with one Dash, maybe not as much as with a Jump, but definitely very far.
And then this Jump & Shot is high risk high reward, you will probably land close to other enemies and cannot War Cry or move.
Also it can be maybe balanced a bit by a shorter jump or/and high accuracy penalties, so you have to jump really close to the enemy with even more risk.
I personally see it also as a high level skill, but then they have to change the skill tree of the Heavy and I highly doubt that this will happen.
Anyway, just an idea and I would like it to make the Heavy more flexible and independent from its only choice to bash or WC after a jump and get more usage for his main gun to shoot it instead of using it as a melee weapon.
Edit:
Fun fact, later in the game you can exactly do this with the Destiny mounted laser and then on top with 1 AP left for War Cry or a move if you use Boom Blast. 3x80 is also very high damage and on point accurate, not to talk about what happens if you mix an Infiltrator to this combo …
Yeah I guess there are still a number of OP combos / TBs in the game , but it’s an ongoing effort to nerf them. I find mounted weapons for 1AP is too good. I wouldn’t mind the jet jump costing 2 AP and mounted weapons 2 AP also, this way not much would be changed from what you can do today but you wouldn’t have free mounted weapon shots from BB. Of course there could be problems with this change that I’m not seeing, the game has so many variables…
But answering your question, the difference to soldiers with other classes + the perk is that not every soldier has the perk (although I had a game on cthulhu that almost ALL my first 8 soldiers had it!). Every soldier can be a heavy so every soldier would be able to get jump&shoot.
I do agree that it would be awesome to use too though!
Yes please, a Heavy without Strongman and in his heavy armor.
I mean the difference between the one that should use it regular and your Assault example is ‘only’ 60% accuracy (HA = -30% vs. Syn Assault helmet + Strongman = +30%). Also your speed with the Anu Assault body and leg armor is insane (+5) compared to a Heavy in heavy armor (-3 or 4?) … and on top Dash …
I know that and I also do that if I want to have a more accurate or faster Heavy that is able to use his gun effectively and not mostly only as a melee weapon.
But this doesn’t help by the main complaint in this thread:
“A Heavy in his regular heavy armor is mostly not really able to shoot with its main heavy weapon with an acceptable result”.
Edit:
In this thread, many posts above, I posted an example how I’m able to use the Deceptor even with the normal heavy armor: