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D legendary hero
Ultramarine Corp
1757
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Posted - 2014.02.28 16:42:00 -
[1] - Quote
Soldier Sorajord wrote:From what I've heard, RR outguns the HMG at close range, WHAT. That's incredibly ridiculous. A HMG should dominate every rifle at close range, except maybe CR and AR which are more like close range rifles.
Info/Testing would be appreciated. Any input as to data would help :)
Just wanted to point this out, because I think Heavies should be running HEAVY GUNS, not Light weapons.
Please post your information/Personal experience below. I'd like to see The two side by side, to actually see which is better at the moment.
Im not surprised ARs have been doing this since 1.0.
militia AR has so much DPS it can drop a heavy with max ehp (1600) in 4s. thats without damage mods and proficiency. With proficiency 5, it drops to 2.5-3 seconds to kill a heavy with 1600 ehp.
observe:
militia AR w/o damage mods or proficiency = 1600ehp/425 ehp/s = 3.76 seconds militia AR w/ proficiency = 1600ehp/488.75ehp/s = 3.27 seconds ...most common by now militia AR w/ profieciency and militia damage mod = 1600ehp/503.43ehp/s = 3.17 seconds militia AR w/ proficiency and complex damage mod = 1600ehp/537.625ehp/s = 2.97 seconds ...Holy Shi....! militia AR w/ proficiency and 2 complex damage mods = 1600ehp/571.83ehp/s = 2.79 seconds ... WTF!
now remember four things bout this: 1. this is a free militia AR we are talking about, many people still have blue print ARs. 2. This is burning through 1600 ehp the maximum ehp an amarr sentinel or basic can have. 3. The initial spool time for the HMG is 1 second which gives the AR user an advantage because they can get off 488.75 damage in one second. 4. the AR carries this dps out to much farther ranges than the HMG.
so, after that fist second, you just start dancing around abit and you killed a heavy! since, most heavies stack damage mods (because the HMG needs it), they feel its better just to stack complex damage mods on an AR since it is a superior weapon.
I have only pointed out the OPness of a standard miitia AR. The RR, and Scr rifles are worse. CR are only OP when some stacks damage mods. as a heavy i get dropped more by RR, Scr and AR than CR.
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D legendary hero
Ultramarine Corp
1757
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Posted - 2014.02.28 16:45:00 -
[2] - Quote
Texs Red wrote:Perhaps you should actually do the math before posting about it:
Proto RR: 465.3 DPS 461.54 RPM / 60 = 7.694 RPS (Rounds Per Second) 7.694 RPS * 60.5 damage per bullet = 465.487 DPS
Proto HMG: 792 DPS 2400 RPM / 60 = 40 RPS 40 RPS * 19.8 damage per bullet = 792 DPS
It's nowhere even close.
yeah. But remember, 792DPS * 0 rounds hitting target = 0DPS. for the first second after you press the trigger on an HMG your bullets are flying everywhere, you are doing nothing even close to 792DPS.
so, thats alreagy 465dps on you, not including profieicency or damage mods. on top of that, just a coupe of feet away and you insta-lose to a RR. combined with higher moblity and medium frames beat heavy frames all day.
dnt forget that hit detection hurts the HMG badly.
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D legendary hero
Ultramarine Corp
1757
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Posted - 2014.02.28 16:47:00 -
[3] - Quote
dnt forget if your using a standard heavy suit, your average suit has 1200-1300 ehp. so, all my above calculations in post #7, are virtually doubled.
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D legendary hero
Ultramarine Corp
1770
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Posted - 2014.03.02 05:12:00 -
[4] - Quote
xSir Campsalotx wrote:The only weapons that can outgun a HMG in cqc is any RE, grenade spam, combat rifles, shotguns and scrambler rifles. Rail rifle in the back will pretty much kill you before you can turn around but only in the back.
if a CR can out gun an HMG, a plasma rifle, RR, and Scr can do it too. trust me.
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