Cody Sietz
Bullet Cluster Legacy Rising
1378
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Posted - 2013.11.07 15:10:00 -
[2] - Quote
Breakin Stuff wrote:Cody Sietz wrote:The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective" Let's have a closer look Cody Sietz wrote:
The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat.
Hang on, yet a closer look Cody Sietz wrote:
The Sentinel was designed primarily as a point defense role.
Hang on. I think I found it! Cody Sietz wrote:
The Sentinel
Where the flaming F**k does it say "heavy" or "HMG" in the quote? looks like they're talking about a specialist suit to me, Bob. I'm not talking about anything, that was a quote from CCP Remnant.
Here is the full quote
"I don't hate the Heavies. Or the HMG.
Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Big smile
Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes.
- The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe.
The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible.
Other smaller tweaks like lessening kick (which gets pretty excessive as the weapon nears its heat threshold) and a modest improvement in how quickly the weapon reaches optimal dispersion should make it feel much better.
Anyway, thanks for the ten-page thread, guys. I look forward to the next ten pages! Blink" |