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RA Drahcir
Psygod9 D.E.F.I.A.N.C.E
269
|
Posted - 2013.10.06 07:39:00 -
[31] - Quote
Ok I am tired of this Checkfag moron using italics, bold, underlines to exaggerate his retardation. Seriously, HMGs are a joke. I just out DPSd a Boundless HMG with dual complex dmg mods using my M209, how do I know? His stats shown 506 shield and 6something armor and he killed a blueberry uncontested right before our engagement. I was using an ADV Sentinel with one plate and armor reps, high slot not applicable with this scenario. HMGs need help, I think heavies are nothing more than easy targets. Sure they might take a .09 second longer to mow down, but at least they cannot escape your line of fire. |
Himiko Kuronaga
SyNergy Gaming EoN.
1746
|
Posted - 2013.10.06 07:42:00 -
[32] - Quote
Dexter307 wrote:Himiko Kuronaga wrote:Dexter307 wrote:Himiko Kuronaga wrote:Nobody ever overheats. That has very little impact on the weapons performance.
That is a bad suggestion. But you have to limit how much you can shoot at at time, which has a bg impact on weapon performance. Again, nobody is overheating before they die. I can spray spray spray and still die long before I ever overheat. You do not have a good grasp on the weapon's faults. I never said overheating was a problem. If it heats up slower you can shoot longer and kill more people. Your the one who dosent fully understand the HMG.
Ok so basically, you're clueless but you want to have a discussion with the big boys anyway.
That's nice, thanks for sharing. |
RA Drahcir
Psygod9 D.E.F.I.A.N.C.E
269
|
Posted - 2013.10.06 07:43:00 -
[33] - Quote
Dexter307 wrote:Himiko Kuronaga wrote:Dexter307 wrote:Himiko Kuronaga wrote:Nobody ever overheats. That has very little impact on the weapons performance.
That is a bad suggestion. But you have to limit how much you can shoot at at time, which has a bg impact on weapon performance. Again, nobody is overheating before they die. I can spray spray spray and still die long before I ever overheat. You do not have a good grasp on the weapon's faults. I never said overheating was a problem. If it heats up slower you can shoot longer and kill more people. Your the one who dosent fully understand the HMG.
Overheating used to be a problem pre1.4 because I had the EHP to flank a group of reds and mow 5+ people over before needing to reload. Now HP doesn't matter because militia ARs are seemingly like auto forge guns. Now the issues with heavies are the lack of HP advantage in comparison to logis, limitation of slots, useless race/specialization bonus. |
Snagman 313
Carbon 7 CRONOS.
128
|
Posted - 2013.10.06 08:11:00 -
[34] - Quote
Good morning my fellow Mercs!!!,
I've been off the forums for quite a while and some of you may not remember me but I've had a bit of experience with the various HMG builds and the discussions about them in the forums. I agree with the OP in general but a lot of the problems with the HMG are compounded with the Heavy suit mostly it's fairly large hit box.
We used to have the HMG running at 3000 RPM in Codex, ahhh yes good times but not so for others. I should mention that the damage used to run at 19,20 and 21 dmg for std,adv and proto respectively. So overall the HMG used to be a beast easily outgunning everything else within it's range, which also led to it's downfall as if you knew what you were doing you could basically create a pinpoint stream of death.
So then came the dark days of the Nerf Hammer, I won't bore you guys with the details but we've been slowly recovering ever since with the current version IMHO being the best since Codex..... Man that's sad to say.
I honestly can't come up with much good to say about the Assault HMG, I've been mucking around with the Adv version on more open maps as I can't be bothered to waste the ISK on Proto versions. But honestly you're better using an AR for suppression fire as it has more range, greater accuracy and higher DMG per shot which is what you need to get folks heads down. I personally would tighten the spread, increase damage per shot to above the regular version and lower the RPM on the Assault HMG then I think it might be a contender, I see the odd one about but it's not a used weapon.
The current HMG does out DPS all other infantry weapons in theory but getting every round on target can at times be a bit of an effort.... I was interested in why I was getting messed up by SMGs when I should be walking all over them so I got some help from my corp mates and made a BPO scout SMG/AR fit to go heavy hunting. Basically at ranges under what I consider 5m the heavy fits perfectly into the hip fire crosshairs and even with the turning buff once the HMG is spooling and you try to turn you're done. I don't know what to suggest about this as it's the Heavy's main drawback for out high eHP and simply buffing the HMG won't solve the fact that a SMG can almost without fail empty every round in a mag into a heavy from hip fire (please note the same goes for other weapons as well I'm not attacking the SMG, I'll never let them touch my lill Toxin!!) and nerfing other weapons won't help either.
I think the major issue that often get's overlooked is what the HMG is designed to do and in tandem the Heavy itself. Now in most games these days I run a multiple of different suits when I used to only run a Heavy due to the changing tactics and the increased map sizes. But the one suit I have in my arsenal that when used for it's designed purpose truly excels is what I call my Attrition fit now without giving away much it's a heavy with 1500 ish eHP and a boundless with 2 complex damage mods. I use this when theres either an objective or installation that has to be defended and has already been overrun. No other suit I have found can do what this bad lad does, survival doesn't come into the equation but killing as many enemies as I can before death certainly does and it does this well.
I think this is what CCP designed the suit to do. However this doesn't help when maps are large and there are sniper tanks taking out your LAV before it hit's the deck. So in the past we had the MK 2 heavy which was stat wise kinda similar to what we have now and you could move with reasonable speed around the map with your HMG and allowed you to help assaulting positions rather than sitting on objectives eating Hippo sarnies while the rest of your team do the work. Obviously we'll get the other racial variant's at some stage which I reckon will sort this issue and give some scope to the HMG in whatever incarnation it finally ends up in.
But what to do now??? Logi ARs still rain supreme and SMGs out DPS us through accuracy. I don't know but I'm looking for a solution all the time, CCP won't buff the HMG lads and I don't blame them god help us if we have a weapon that heavily outguns ARs just look at what happened to us after Codex, I never want to go through that again. I'm not saying don't try for a buff to the HMG but watch out you might just get what you wish for.....
See you out there,
Snag |
Johnny Guilt
Algintal Core Gallente Federation
295
|
Posted - 2013.10.06 08:29:00 -
[35] - Quote
It's cone of fire is crap honestly your pissing bullets in the wind,at 25m it it's sad i reile on a proto Srambler pistol to drop players than the HMG,making the hmg more like a sidearm at that range.The fireing cone needs to be tighter(crouching/ads/fireing tight) and i wouldnt mind a stool up time for tighten fire as a compramize.The Damage for the hmg is there it's just we cant use it when we need to |
Himiko Kuronaga
SyNergy Gaming EoN.
1749
|
Posted - 2013.10.06 08:42:00 -
[36] - Quote
Snagman 313 wrote:Good morning my fellow Mercs!!!,
I've been off the forums for quite a while and some of you may not remember me but I've had a bit of experience with the various HMG builds and the discussions about them in the forums. I agree with the OP in general but a lot of the problems with the HMG are compounded with the Heavy suit mostly it's fairly large hit box.
We used to have the HMG running at 3000 RPM pre Codex, ahhh yes good times but not so for others. I should mention that the damage used to run at 19,20 and 21 dmg for std,adv and proto respectively. So overall the HMG used to be a beast easily outgunning everything else within it's range, which also led to it's downfall as if you knew what you were doing you could basically create a pinpoint stream of death.
So then came the dark days of the Nerf Hammer, I won't bore you guys with the details but we've been slowly recovering ever since with the current version IMHO being the best since Codex..... Man that's sad to say.
I honestly can't come up with much good to say about the Assault HMG, I've been mucking around with the Adv version on more open maps as I can't be bothered to waste the ISK on Proto versions. But honestly you're better using an AR for suppression fire as it has more range, greater accuracy and higher DMG per shot which is what you need to get folks heads down. I personally would tighten the spread, increase damage per shot to above the regular version and lower the RPM on the Assault HMG then I think it might be a contender, I see the odd one about but it's not a used weapon.
The current HMG does out DPS all other infantry weapons in theory but getting every round on target can at times be a bit of an effort.... I was interested in why I was getting messed up by SMGs when I should be walking all over them so I got some help from my corp mates and made a BPO scout SMG/AR fit to go heavy hunting. Basically at ranges under what I consider 5m the heavy fits perfectly into the hip fire crosshairs and even with the turning buff once the HMG is spooling and you try to turn you're done. I don't know what to suggest about this as it's the Heavy's main drawback for out high eHP and simply buffing the HMG won't solve the fact that a SMG can almost without fail empty every round in a mag into a heavy from hip fire (please note the same goes for other weapons as well I'm not attacking the SMG, I'll never let them touch my lill Toxin!!) and nerfing other weapons won't help either.
I think the major issue that often get's overlooked is what the HMG is designed to do and in tandem the Heavy itself. Now in most games these days I run a multiple of different suits when I used to only run a Heavy due to the changing tactics and the increased map sizes. But the one suit I have in my arsenal that when used for it's designed purpose truly excels is what I call my Attrition fit now without giving away much it's a heavy with 1500 ish eHP and a boundless with 2 complex damage mods. I use this when theres either an objective or installation that has to be defended and has already been overrun. No other suit I have found can do what this bad lad does, survival doesn't come into the equation but killing as many enemies as I can before death certainly does and it does this well.
I think this is what CCP designed the suit to do. However this doesn't help when maps are large and there are sniper tanks taking out your LAV before it hit's the deck. So in the past we had the MK 2 heavy which was stat wise kinda similar to what we have now and you could move with reasonable speed around the map with your HMG and allowed you to help assaulting positions rather than sitting on objectives eating Hippo sarnies while the rest of your team do the work. Obviously we'll get the other racial variant's at some stage which I reckon will sort this issue and give some scope to the HMG in whatever incarnation it finally ends up in.
But what to do now??? Logi ARs still rain supreme and SMGs out DPS us through accuracy. I don't know but I'm looking for a solution all the time, CCP won't buff the HMG lads and I don't blame them god help us if we have a weapon that heavily outguns ARs just look at what happened to us after Codex, I never want to go through that again. I'm not saying don't try for a buff to the HMG but watch out you might just get what you wish for.....
See you out there,
Snag
Good history lesson, but a lot has changed since pre-codex. A lot of the staff has changed as well, so the balancing mentality is a bit different now.
Remember that even after the original HMG nerf, the heavy suit itself was still very formidable. It had to be, because the old proto-weapons would melt people instantly. With the current aim assist it almost feels like militia weapons are dropping people as fast as the old proto weapons did.
Right now we have a heavy suit that is severely lacking, and a weapon that is severely lacking. All we can do is try for a buff, because heavies are absolutely the bottom of the food chain right now. Yes, I would argue that even scouts are better. At least they can avoid scanners and play the ninja. We just get to die because we can't hit anything and can't move worth a damn. |
George Moros
Area 514
129
|
Posted - 2013.10.06 08:58:00 -
[37] - Quote
The current state of HMG is very dubious. From the perspective of New Eden lore, HMG - a Minmatar weapon with high RoF and short range is actually right as it should be (it's very similar in concept to EVE's Minmatar autocannons). However, the fact remains that SMG is disturbingly close to CQC performance to HMG (although I wouldn't go that far as to say SMG is better than HMG).
If you increase HMG's range, you create two problems. First (less important) is that it would lose it's New Eden lore consistency. Second is that by buffing it's range you'll end up with role overlaps once other heavy weapons are introduced (Amarr heavy laser primarily). IMHO HMG should remain being a close range weapon, although it should have the longest range of all other short range weapons. It should also be the most potent one in terms of killing potential (it is a heavy weapon after all). Whether this is accomplished by increased DPS, or by better damage application is purely a matter of fine-tuning and flavor.
The alternative to all of this would be to make HMG a "placeholder" weapon, until other heavy weapon variants are introduced. Sort of heavy AR, jack-of-all-trades type of weapon. For the time being, of course. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
159
|
Posted - 2013.10.06 09:23:00 -
[38] - Quote
George Moros wrote: CUT .
We can't worry of "future balance" 'cause we have only 2 weapon and one Heavy suit. And probably we wont have the other suit anytime soon....
@HImiko
Gettin rid of the burst variant is bad. i use only this type of HMG, i found it useful (like you say if netcode is a douche you cant kill ) for CQC situation and since CCP has stuck us on defense, i think it's the best type of HMG. Il' vote for HP increase and Heavy weapon lock. Also in 1,4 they change the usefull skill bonus ( overheat reduct) to the crappy recoil bonus ( crappy for Burst) . The older bonus make the difference on burst (4 burst now- 5 burst older on ADV 5-6 on PRO ) so right now we have a skill that dont affect the Burst.
And to add insult to injury they say like it was a HUGE buff for heavy.... |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
214
|
Posted - 2013.10.06 09:50:00 -
[39] - Quote
Himiko Kuronaga wrote:Assault variant loses to AR's and SR's at range. (Why? It's the ranged variant...)
Regular loses to any SMG in CQC. (wtf?)
Burst wins at CQC, but only if the heavy has perfect aim and gets the first volley off. And if the netcode isn't being a douche.
I believe the correct solution here is to get rid of the burst variant completely, and change the RPM of regular and assault variant to 3000 so that they can perform their roles as intended.
If you disagree you are a bad player. Discuss (and by discuss, I mean agree with me). The phrase "BLIND as Bats" comes quite quickly to mind here.
The problem is not with the HMG it's with the AR and the SMG having too much damage with better hit detection. It used to be that more of their shots went astray, but now those 4-5 missing bullets hit their marks.
Reducing AR (any rifle) and SMG damage by about 2-3 pts per bullet would bring things in line with how they were prior...
Basically there are a lot of people here claiming to everyone else that they were blinded by a bias and unable to see the real reason why something does not perform as expected... and then the initial post led them on to believe that escalation of something to break balance with other systems is the answer? *sigh* |
RA Drahcir
Psygod9 D.E.F.I.A.N.C.E
269
|
Posted - 2013.10.06 14:32:00 -
[40] - Quote
George Moros wrote:The current state of HMG is very dubious. From the perspective of New Eden lore, HMG - a Minmatar weapon with high RoF and short range is actually right as it should be (it's very similar in concept to EVE's Minmatar autocannons). However, the fact remains that SMG is disturbingly close to CQC performance to HMG (although I wouldn't go that far as to say SMG is better than HMG).
If you increase HMG's range, you create two problems. First (less important) is that it would lose it's New Eden lore consistency. Second is that by buffing it's range you'll end up with role overlaps once other heavy weapons are introduced (Amarr heavy laser primarily). IMHO HMG should remain being a close range weapon, although it should have the longest range of all other short range weapons. It should also be the most potent one in terms of killing potential (it is a heavy weapon after all). Whether this is accomplished by increased DPS, or by better damage application is purely a matter of fine-tuning and flavor.
The alternative to all of this would be to make HMG a "placeholder" weapon, until other heavy weapon variants are introduced. Sort of heavy AR, jack-of-all-trades type of weapon. For the time being, of course.
HMG doesn't need any more range, the AR needs less. HMGs accuracy is its downfall. Such a high percentage of your rounds do not make contact because of the cone of fire and slow turn speed. If someone dances in front of you, you are dead. |
|
Cody Sietz
Bullet Cluster
1109
|
Posted - 2013.10.06 14:37:00 -
[41] - Quote
Yeahhh, SMG beats HMG at close range....yeahhhhhh |
Stevez Lau
Royal Uhlans Amarr Empire
16
|
Posted - 2013.10.06 14:59:00 -
[42] - Quote
KING CHECKMATE wrote:ok im calmed down.
I got blinded by cockiness.but im ok now.
By all means the HMG IS a little underpowered.Even at Close range it still gets beat by many weapons and except nova knifes and Shotguns this should not happen.
Op is right, HMG do need buff .He just exagerated it a little.(LOT)
HMG is NOT underpowered. Do you even know how to use it? Remember, it takes approx 2.5 secs for the aim to align for your max dps on point. |
Himiko Kuronaga
SyNergy Gaming EoN.
1753
|
Posted - 2013.10.06 16:32:00 -
[43] - Quote
Stevez Lau wrote:KING CHECKMATE wrote:ok im calmed down.
I got blinded by cockiness.but im ok now.
By all means the HMG IS a little underpowered.Even at Close range it still gets beat by many weapons and except nova knifes and Shotguns this should not happen.
Op is right, HMG do need buff .He just exagerated it a little.(LOT) HMG is NOT underpowered. Do you even know how to use it? Remember, it takes approx 2.5 secs for the aim to align for your max dps on point.
That's why its underpowered. |
Nelo Angel0
Intara Direct Action Caldari State
175
|
Posted - 2013.10.06 16:58:00 -
[44] - Quote
KING CHECKMATE wrote:Himiko Kuronaga wrote:
B) Allow secondary fire to spin up the HMG well in advance. CCP would despise this solution as it requires more work from them.
.
+1 on this.
If (For example) by pressing L1 instead of that crappy aim you had the option to let it pressed and the HMG would start spinning.While in this mode its impossible to run with the HMG (like when you have a charged shot for the FG) but while pressing R1 after the L1 ; the Machingun will automatically shoot at with dispersion fire.
Now thats a reasonable solution.
Wait a second D514 DOESN'T DO THIS ALREADY? Just about every game i've played that as an HMG, or better yet a tri-pod weapon, has the barrel spin when you ADS. Hell even CoD:MW3 does this, which is where my example is from.
If anything CCP could add make it so that crouching heavies have no recoil, or very little, when shooting an HMG. So for heavies to be at their best they would have to be crouched and ADSs. I think this would help them live up to their names abit better since a moving heavy would be penalized for moving around where as a stationary heavy who's set up position, with good placement, go deny direct access to an area.
I would understand if this sounds OP but I don't think it is. Though if someone can explain what would be wrong with this idea that'd help alot. |
Himiko Kuronaga
SyNergy Gaming EoN.
1753
|
Posted - 2013.10.06 17:12:00 -
[45] - Quote
Nelo Angel0 wrote:KING CHECKMATE wrote:Himiko Kuronaga wrote:
B) Allow secondary fire to spin up the HMG well in advance. CCP would despise this solution as it requires more work from them.
.
+1 on this.
If (For example) by pressing L1 instead of that crappy aim you had the option to let it pressed and the HMG would start spinning.While in this mode its impossible to run with the HMG (like when you have a charged shot for the FG) but while pressing R1 after the L1 ; the Machingun will automatically shoot at with dispersion fire.
Now thats a reasonable solution. Wait a second D514 DOESN'T DO THIS ALREADY? Just about every game i've played that as an HMG, or better yet a tri-pod weapon, has the barrel spin when you ADS. Hell even CoD:MW3 does this, which is where my example is from. If anything CCP could add make it so that crouching heavies have no recoil, or very little, when shooting an HMG. So for heavies to be at their best they would have to be crouched and ADSs. I think this would help them live up to their names abit better since a moving heavy would be penalized for moving around where as a stationary heavy who's set up position, with good placement, go deny direct access to an area. I would understand if this sounds OP but I don't think it is. Though if someone can explain what would be wrong with this idea that'd help alot.
Heavies already get that benefit from crouching. You know what it does?
Gets the heavy killed faster.
The only time it is acceptable to be without movement in Dust is when you are sniping from hundreds of meters away. Otherwise you are just trying to get killed. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
160
|
Posted - 2013.10.06 18:38:00 -
[46] - Quote
I'm startin to think that the main problem is not the HMG, but the Heavy suit itself. A little buff over the HMG would be nice but i think the problem lies elsewhere.
We have a weapon ( HMG) that need to choose our "engagement" to shine or to be effective. But as is right now we have a suit that cant do that. Let's make some example: Let's take in account the passive scan. As a Heavy i need to choose my "target" but my passive scan is so bad that i can only see other heavies, but i can't hide myself from other suit.
From my point of view a Heavy need to have the best passive scan (except from scout) and the worst profile. So basically we can view anyone on our radar, except from scout again, and be seen on enemy radar. Why? Simply 'cause we cant bring a Scanner, so we need to gain "something" for our bad profile. right now the gain is null. AR boys can choose to bring a Hive or a scanner, they have a choice to do.
And also speed. we simply dont have enough hp for the loss of speed. Take also in account that more you move, then less accuracy you have. |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
50
|
Posted - 2013.10.06 19:00:00 -
[47] - Quote
nah no more rate of fire or damage, the HMG in my opinion needs a slowing effect while in the bullet stream as well as making the enemy aiming flinch while in the bullet stream. |
Destroyer Rob
Sanmatar Kelkoons Minmatar Republic
3
|
Posted - 2013.10.06 20:16:00 -
[48] - Quote
im happy with the way it is now, right now around close-medium range only coordinated players using 10k+ weapon can beat the hmg and at close range it seems most powerful unless outnumbered by zerg style. however, i do feel that compared to some stages of beta the excessive 'balancing' has reduced the amount of tactical application for each suit has been diminished. for example when the heavy suit was more powerful but slower, good for defending, a good lone player could still defeat one with headshots, not needed any more. its more like a platform for different weapons now with a slight buffer. many new additions are awesome but i feel many of the changes have made balance for the worse. |
KING CHECKMATE
TEAM SATISFACTION
1602
|
Posted - 2013.10.06 20:31:00 -
[49] - Quote
Stevez Lau wrote:KING CHECKMATE wrote:ok im calmed down.
I got blinded by cockiness.but im ok now.
By all means the HMG IS a little underpowered.Even at Close range it still gets beat by many weapons and except nova knifes and Shotguns this should not happen.
Op is right, HMG do need buff .He just exagerated it a little.(LOT) HMG is NOT underpowered. Do you even know how to use it? Remember, it takes approx 2.5 secs for the aim to align for your max dps on point.
Well bro, no I don't know how to use it, but I've gone against people that do and almost never get killed by HMg's except im like 5 meters away from the heavy facing the other way.
Thing is , HMG might even need a slight dispersion rate increase at LONGER ranges, but I do agree they need a damage buff. They got a damage nerf for no reason.... : / |
KalOfTheRathi
Nec Tributis
791
|
Posted - 2013.10.06 20:41:00 -
[50] - Quote
Andrew Ka wrote:As someone who's actually ported code from one system to another, nothing is impossible, but can be damn difficult. While I agree with you as a programmer I have to agree with the original counter argument as well. UnReal and its solution are completely different from what they had before.
A good game development [u[Team[/u] should be capable of doing it yet the fact remains that it was not. Which leads one to several conclusions including the most obvious*: the art is more important than the code. As it is for most video games, in particular those relying on UnReal Engines.
* Sorry for the sudden left turn but art always wins in video games. To the detriment of the game in many instances. |
|
KalOfTheRathi
Nec Tributis
791
|
Posted - 2013.10.06 20:54:00 -
[51] - Quote
Destroyer Rob wrote:im happy with the way it is now, right now around close-medium range only coordinated players using 10k+ weapon can beat the hmg and at close range it seems most powerful unless outnumbered by zerg style. -- snip good balancing results -- Bubble bursting time.
A Toxin SMG can drop a Heavy in two seconds. Any 80 clip SMG is a potent weapon against a Heavy and many standard to less Shotguns will drop a Heavy in one to two shots. None of those cost 10Kk. In fact I use an SMG as my side weapon to counter other Heavies.
The problem is specifically range. The original HMG was a beast, as it was meant to be. Without a Logi in direct support a Heavy was a good target however, slow, poor visibility and easy to flank or surprise from behind. All while being unable to avoid a grenade.
When they applied the Wang Nerf Hammer Of Doom on the HMG some while back they removed the range. The Assault used to have a 70m range and with the missing Sharp Shooter skills it was easy to get kills at 50m+. Now it is rare to get kills past 15m.
The Burst is a good weapon in the hands of a skilled operator. Not me, but I have come across a few. CCP/Shanghai is committed to the Weapon, Assault Weapon and Burst Weapon variant solution. That isn't going to change.
The only thing that would balance the HMG is giving it some more range. Not gonna happen. |
Destroyer Rob
Sanmatar Kelkoons Minmatar Republic
3
|
Posted - 2013.10.06 20:56:00 -
[52] - Quote
another thing with the HMG from my experience is that it really requires a big buy in to fire it... not as much as forge but , for example, (and although most players are very good latency) there are occasionally laggy players and this is especially annoying if u are facing 2 or 3 people near each other, if u blow half ur clip and 3/4 ur heat on one player who still has half armor left because half or more of ur shot are lag miss, u are pretty much toast for his friends to kill, because of the long reload speed and or the heat dissipation time. however, any more buff to heavy suit or hmg would lead more players to use it, so im fine with the way it is now, and i really like how there are more useful locations for indoor cqc on the new maps |
Summ Dude
Militaires-Sans-Frontieres
47
|
Posted - 2013.10.06 23:10:00 -
[53] - Quote
I'm not sure why people keep forgetting this: the HMG is currently mechanically broken. As, it's effectively bugged. I don't think think problems with HMG are it's design, it's really just the one glitch. Currently, the HMG doesn't actually use all of it's bullets, it only uses ~65%, the rest simply aren't counted as bullets. So in order to damage someone, you need to keep that tiny dot in the center of the reticle on target at all times. So that right there pretty much defeats the idea behind the HMG.
It's supposed to fire a cone of bullets, and damage anyone inside that cone area. But instead of being the ultimate spray-and-pray weapon, this bug ironically makes it a gun requiring constant precision. So when people talk about reducing the dispersion, I don't actually think that's necessary. Just fix the bug and make all of that dispersion actually count. So then you can fire very effectively against groups of targets coming in narrow areas, actually fulfilling that point defense role. And people trying to hop and dance around your stream of bullets will always be talking at least some damage as long as you can keep some part of your circle on them.
Of course, maybe even after fixing this, the HMG would still be a little lacking. Regardless, I definitely think fixing the bug is the best place to start. |
Himiko Kuronaga
SyNergy Gaming EoN.
1759
|
Posted - 2013.10.07 00:20:00 -
[54] - Quote
I'm pretty sure its using all of the rounds, but it doesn't show them individually disperse. Instead, when you see one one fly, you're actually watching a "packet" of two of three go out. They just happen to all land together as one shot. |
RA Drahcir
Psygod9 D.E.F.I.A.N.C.E
269
|
Posted - 2013.10.07 01:17:00 -
[55] - Quote
Summ Dude wrote:I'm not sure why people keep forgetting this: the HMG is currently mechanically broken. As, it's effectively bugged. I don't think think problems with HMG are it's design, it's really just the one glitch. Currently, the HMG doesn't actually use all of it's bullets, it only uses ~65%, the rest simply aren't counted as bullets. So in order to damage someone, you need to keep that tiny dot in the center of the reticle on target at all times. So that right there pretty much defeats the idea behind the HMG.
It's supposed to fire a cone of bullets, and damage anyone inside that cone area. But instead of being the ultimate spray-and-pray weapon, this bug ironically makes it a gun requiring constant precision. So when people talk about reducing the dispersion, I don't actually think that's necessary. Just fix the bug and make all of that dispersion actually count. So then you can fire very effectively against groups of targets coming in narrow areas, actually fulfilling that point defense role. And people trying to hop and dance around your stream of bullets will always be talking at least some damage as long as you can keep some part of your circle on them.
Of course, maybe even after fixing this, the HMG would still be a little lacking. Regardless, I definitely think fixing the bug is the best place to start.
Exactly. |
Killar-12
The Corporate Raiders Top Men.
1328
|
Posted - 2013.10.07 01:45:00 -
[56] - Quote
Himiko Kuronaga wrote:I guarantee you right now if you send up any HMG player against my SMG in a 1v1 CQC situation I will wreck them. My shots are all landing at a high rate of fire without the need to waste a full second firing to gain accuracy. Oh right, i can dance around you as well to cause you to miss even more shots. Can you dance? No, you cannot. So all of my shots are landing, most of yours are missing, and im hitting harder for every shot I land. It doesn't matter if you have perfect aim, your weapon automatically misses via its very design for the first full second. You lose every time. SMG>HMG, it's a fact sir. Cosgar wrote:Himiko Kuronaga wrote:Spool up would also work, but it's fairly clear that CCP had no intention of coding secondary weapon functions at this time. And by at this time, I mean ever. Because that's how they roll.
CCP prefers to do number tweaks because it requires less effort. This allows them to stay within their comfort zone and still give us what we need. Early alpha demos had noob tubes on ARs. Secondary fire options were there, they probably still have the framework laying around somewhere. You're talking about the original Carbon build back on PC. That code is entirely incompatible with what we have now on Unreal. It was, in actuality, a completely different game they were playing. I wish it could simply be swapped over, but it cannot. I wonder if that carbon version is still laying around... |
virgindestroyer7
Onslaught Inc RISE of LEGION
222
|
Posted - 2013.10.07 02:18:00 -
[57] - Quote
Himiko Kuronaga wrote:Assault variant loses to AR's and SR's at range. (Why? It's the ranged variant...)
Regular loses to any SMG in CQC. (wtf?)
Burst wins at CQC, but only if the heavy has perfect aim and gets the first volley off. And if the netcode isn't being a douche.
I believe the correct solution here is to get rid of the burst variant completely, and change the RPM of regular and assault variant to 3000 so that they can perform their roles as intended.
If you disagree you are a bad player. Discuss (and by discuss, I mean agree with me).
BTW i've randomly been a blue dot on your team, and i have to say i love grouping with you even when you're not in my squad. i logi my little heart out to keep you alive and you communicate with me when you need something. Thank you for being a good heavy so I can share my logi love!! <3 |
Powerh8er
Norwegian Dust514 Corporation Top Men.
89
|
Posted - 2013.10.07 02:29:00 -
[58] - Quote
I can **** further than the hmg shoots. Ill use the forgegun as long range weapon.
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KING CHECKMATE
TEAM SATISFACTION
1621
|
Posted - 2013.10.07 02:31:00 -
[59] - Quote
RA Drahcir wrote:Ok I am tired of this Checkfag moron using italics, bold, underlines to exaggerate his retardation. Seriously, HMGs are a joke. I just out DPSd a Boundless HMG with dual complex dmg mods using my M209, how do I know? His stats shown 506 shield and 6something armor and he killed a blueberry uncontested right before our engagement. I was using an ADV Sentinel with one plate and armor reps, high slot not applicable with this scenario. HMGs need help, I think heavies are nothing more than easy targets. Sure they might take a .09 second longer to mow down, but at least they cannot escape your line of fire.
You mad Bro? |
THUNDERGROOVE
ZionTCD
195
|
Posted - 2013.10.07 02:33:00 -
[60] - Quote
Himiko Kuronaga wrote:Assault variant loses to AR's and SR's at range. (Why? It's the ranged variant...)
Regular loses to any SMG in CQC. (wtf?)
Burst wins at CQC, but only if the heavy has perfect aim and gets the first volley off. And if the netcode isn't being a douche.
I believe the correct solution here is to get rid of the burst variant completely, and change the RPM of regular and assault variant to 3000 so that they can perform their roles as intended.
If you disagree you are a bad player. Discuss (and by discuss, I mean agree with me). If an HMG (Of any variant) wins in a situation where a different weapon is supposed to excel in people think it's the end of the world.
Duvolle out DPSes Boundless at any range. M512 out DPSes Boundless in CQ.
Only thing the HMG has going for it is the burst and that's only because it has the range of the assault much more damage.
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