Apison Valusgeffen
THIRD EARTH INCORPORATED Dark Taboo
10
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Posted - 2013.10.23 07:34:00 -
[1] - Quote
Lance 2ballzStrong wrote:CCP Rattati wrote:
Absolutely, you have to almost double tab the crouch button but it makes at least playing the heavy viable in many games.
There are many ways to fix some of the issues you mention, heavy being more resistant to small arms fire, or the heavy armor shields better from headshots, etc. I'll leave that to the designers but I assure you, we are always listening (and measuring) to what works in PC and what doesn't, so keep the feedback flowing.
The problem is, while other classes get better, the heavies have continually gotten worse over time. Chromosome was an epic time for heavies, and before that heavies were the gods on the battlefield requiring 2-3 guys to team fire. Now? One guy with an Assault rifle could take one down in a matter of seconds. Heavies are no longer feared like they used to be, in fact a Caldari suit + AR is more feared than anything else.
Add the Carthum Scrambler to the list of rifles that out damage the Boundless HMG within it's optimal range. Had it happen twice in the same corridor in the same match. Duvolles and GEKs I've known about for a while. And I know all of you AR users will just see this as Heavy QQing which is fine. See it however you like. When things are tipped in your favor, it's just human nature to defend that status quo. Most of you have never touched the Heavy or HMG so it's not your problem, so long as you continue to get your kills. You just know that it's fine, and we need to stop complaining about it. So I understand that I'm not going to convince you of anything. That is not my intent. I do hope however that CCP will take this and other feedback into consideration and at least attempt to address this issue that affects many in their player base.
I also understand now why this is sometimes referred to as AR 514. I didn't before. It was frustrating losing confrontations that I thought I should have won simply because my opponent danced around a little bit, or jumped, still landing pinpoint accurate shots, or sometimes just simply stood there and out damaged me (like in the corridor mentioned above), or somehow because hits just stopped registering for some reason. I chalked it up to just needing to skill up more, but no, it still happens with proto gear, complex mods, complex armor and the like. Rifles in this game just seem to out class a very broken HMG in situations that the HMG was supposedly made for.
As I've said in other posts, I've had some success with the HMG, but there are some situations where things seem very off kilter... very unbalanced. |
Apison Valusgeffen
THIRD EARTH INCORPORATED Dark Taboo
11
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Posted - 2013.10.27 06:23:00 -
[2] - Quote
Fox Gaden wrote:Rei Shepard wrote:Apison Valusgeffen wrote:snip It was frustrating losing confrontations that I thought I should have won simply because my opponent danced around a little bit, or jumped, still landing pinpoint accurate shots snip
Just because your weapon should be better at cqc engagements on paper does not mean a whole lot if you cannot hit your intended target, ive got a friend who is extremely bad at FPS games, he gets extremely frustrated each time an opponent strafes and dances around evading his gunfire and to him, everyone should just stand still so he can kill them.... Ive had on multiple occasions because of multiple long engagements overheated my SCR like a scrub, Heavy ambushes me, i jump, get stuck in a rock unable to move, served like a Proto Pinata ona silver platter...heavy unleaches everything he has on me ...for a whole 5 seconds...while i am superheated, overheat ends and the heavy dies, he did not even manage to hit me in those 5 seconds and i was like right there unable to move.... I mean ....how bad can you get ? And while there are good heavies, most heavies are very bad players thinking the extra armor and HMG can save them from people who have 90%+ Accuracy Ratings... Not gonna happen... I base my estimation of the effectiveness of the HMG vs an Assault Rifle on those instances where I had the little dot at the center of the aiming circle placed squarely on their chest or head, and they still gunned me down without moving or strafing. As far as I can tell the HMG has the advantage at 5m but by the time you get to 10m the AR does more damage. This is different when crouched, but then when crouched the heavy is a sitting duck. I don't base my comparison between the HMG and the AR on situations where I miss. And yes, there are plenty of those situations. It is those few situations when I had the clear advantage, had the shot lined up, and still died, that I base my evaluation on.
@ Fox Gaden - Thank you for reading AND comprehending my post. Kudos.
@ Rei Shepard - Thanks for reading my post... jury's still out on the comprehension aspect...
"Just because your weapon should be better at cqc engagements on paper does not mean a whole lot if you cannot hit your intended target"
Oh I'm sorry, I thought the sheer number of bullets spewed by my HMG was simply supposed to scare the shields and armor off of the red dots. I didn't realize you had to actually hit the enemies.
All sarcasm aside, I understand missed shots = no kill. Common sense is not lost on me. That wasn't my point. Let me attempt to run down the logical progression I was trying to convey in my argument.
"It was frustrating losing confrontations that I thought I should have won simply because my opponent danced around a little bit, or jumped, still landing pinpoint accurate shots, or sometimes just simply stood there and out damaged me (like in the corridor mentioned above), or somehow because hits just stopped registering for some reason."
I was attempting to illustrate all the ways that the HMG is gimped culminating with the frustrating fact that even in the ideal situation for the weapon it still loses (as Fox Gaden also pointed out). If the opponent dances around the HMG turn speed still can't keep up with the movement speed. It's the same with jumping. I've literally had opponents jump right at me and even over me because they know they have the advantage that way. And with strafing, again, the HMG can't turn fast enough to keep up. And in each of these scenarios, the red dot is still able to land pinpoint accurate shots. But let's say the enemy says: "You know what, I don't feel much like dancing. and there is nowhere for me to jump, and I've grown bored with strafing. I think this time I'll just stand here and trade bullets with this heavy and see how things play out. This would appear to be the ideal situation for the HMG. But as I was attempting to show, and as again Fox pointed out, the HMG loses these engagements too.
So if the HMG loses to dancing, loses to jumping, loses to strafing and in addition loses to one on one bullet trading against a stationary target within its optimal range, you tell me, when should the HMG win? (Faintly hear the AR users whisper "never".) But I reiterate, my post is not for the staunch AR users who contend that the AR should win in most if not all engagements, and shall not be moved from this viewpoint. It is for the Devs who will hopefully take all the feedback from the various relevant sources, and make the appropriate adjustments.
P.S. You can do your own search on HMG hit detection to see all of the posted problems people have had with that in addition to all of the things I've mentioned above, but I doubt you're concerned enough with the situation to put forth the effort, which is fine, no big whoop. |