lithkul devant
Legions of Infinite Dominion
91
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Posted - 2013.10.03 01:27:00 -
[1] - Quote
Draco Cerberus wrote:Breakin Stuff wrote:Draco Cerberus wrote:At least with a murder taxi there was solid logic behind the nerf request, with lower damage potential than the SCR and HMG there really is no room to complain. Yes because that lower POTENTIAL means it's totally right that it can out-kill an HMG in CQC. It all makes perfect sense now! Can I fit a HMG to a medium frame suit? Is my Medium frame suit faster than a Heavy suit? NO and YES. Also looking for some evidence that it out does the HMG in CQC, more likely I will find SMG's their sidearm Mini HMG to be far better for CQC. Personal experience has taught me that the Heavy you approach from behind is an almost certainly dead heavy because then you have the ability to take aim at their head and their armor takes forever to heal. On the other hand, a squad of 6 heavies running as a wall of lead will absolutely decimate an equal number of mercs running light weapons as primary hands down in CQC. I have seen this in action. Never underestimate the heavy. If you are having problems engaging with a HMG vs AR user I suggest testing out engaging at various ranges to see where you can balance tracking movement and still spraying in the correct direction. Often you will miss a fast moving target if you are aiming down your gun, maybe not doing ADS will help.
Here's a tip if you're running anything below a proto HMG anything above 30m you are going to have a hard time hitting with the massive amount of dispersion the HMG has. Even if you have your sights directly on someone you will miss massively, in real life an HMG would never miss at that close of range the person would be paste, but in this game...they'll be able to run away. The true effective "sweet zone" for an HMG is between 15-28m a little more for the proto version. Anyways I say this to also bring up the fact, that an HMG will typically be outgunned by an SMG even at CQC, why, the answer is simple, the targeting mechanisms, with an SMG headshots are a lot easier, you can run around a target with your gun and keep the sights lined up very well, not so much with an HMG. So while the potential for the HMG is great, right now it is a **** gun due to high dispersion and low bullet dmg, even though the gun has a very fast fire rate, that only matters if the target is within your "sweet" zone. One of the best ways to kill an HMG is to actually be up close and personal with an SMG even with far less health you will win 3/4 of the time, unless they are using a proto HMG, cause they probably have 2 dmg mods upon the gun as well.
The reason why the AR is such a good gun to get back to the OP is because it has little to no recall, it has a fast reload time, it is a very accurate gun, has a high rate of fire, it can not over heat. All of these items make the gun very powerful, with having no real weakness to it. All of the other guns have a trade off, they also have over heat applied to them as well or a low ammo count and they also have a high reload time as well many of them. All of these things do not make the gun OP, it just makes it a very good weapon as it was in the previous patch, however, the Aim Assist was put to high and shots that used to be hard are now simplified greatly. While I acknowledge the need for an Aim Assist to help people out, it does not need to be so high that it will actually track people's movements without the player helping it. The gun is fine as it is, but anything that got the aim assist has become a lot more powerful, so what people are really wanting is for the Aim Assist to be tuned down so that not all the bullets hit the intended target as easily. |