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Aeon Amadi
Edimmu Warfighters Gallente Federation
5229
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Posted - 2014.03.17 19:11:00 -
[1] - Quote
Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5231
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Posted - 2014.03.17 19:26:00 -
[2] - Quote
Mad Syringe wrote:If you look into the barrels of an HMG, you're supposed to die... It will finally be as it's supposed.
If you want to get that heavie on the node, engage from a distance if possible, and for those CQC situations, grenades will still help, you just need some hives. Massdrivers will see a comeback for those situations. But mostly, CQC is heavy and sneaky scout territory.
But there are enough places on the maps where mediums will still be the suits to use.
And the Gallente Assault with the Assault Rifle is where.. in that equation..?
Chibi Andy wrote:well considering before the 10% dmg buff to the HMG, the HMG was just a giant BB gun that tickles the enemies armor.
so technically the HMG is fine where it is now.
unless of course everyone just wants a broken HMG so they can kill the heavies more easier. then you'll just see a surge of RR/CR/SCR heavies once the HMG is dead.
Right, it's fine where it is -now- but what about in 1.8..?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5235
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Posted - 2014.03.17 19:31:00 -
[3] - Quote
TERMINALANCE wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. AR is not a counter for the hmg that would be ********, HMG is supposed to counter medium suits at close range. shotgun on a fast suit is a great counter for a heavy. the idea that you are supposed to counter a heavy by going toe to toe is ********, I cant take a heavy suit and go toe to toe face to face with a veh now can i? ARs are supposed to be meant at countering other light weapons in its optimum range as well as having a much larger jack of all trades use. really they should keep the ar dmg where it is and up its effective ranges by about 25%
AR isn't a counter for anything in 1.8. Apparently you'd be high to even consider using it when the other rifles out-DPS, out-range and in the case of the ACR, have less fitting costs than the AR. So using the argument that the AR is supposed to counter those is obviously flawed because it doesn't. It has trouble doing that in 1.7 - it's a toss up as to whether or not I'm going to win against any of the other rifles in my own optimal range.
If ANY of the rifles should be good for taking out a sentinel with an HMG in CQC, by all rights it -should- be the AR because you're within the same optimal range; I don't like this viewpoint that a Heavy should always 100% win in CQC, hands-down. Maneuverability should trump the Sentinel but since we did away with turn speed caps they can turn just as fast as a Scout, so saying that a Scout with a Shotgun should be their counter is flawed as well, especially since it only has 4m optimal range, 20m max AND it's getting nerfed in 1.8
The thinking that "this should be the best because" is what got Tanks are powerful as they are.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5241
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Posted - 2014.03.17 19:53:00 -
[4] - Quote
Mad Syringe wrote:Aeon Amadi wrote:Mad Syringe wrote:If you look into the barrels of an HMG, you're supposed to die... It will finally be as it's supposed.
If you want to get that heavie on the node, engage from a distance if possible, and for those CQC situations, grenades will still help, you just need some hives. Massdrivers will see a comeback for those situations. But mostly, CQC is heavy and sneaky scout territory.
But there are enough places on the maps where mediums will still be the suits to use. And the Gallente Assault with the Assault Rifle is where.. in that equation..? The Gallente assault is supposed to die as well, if it looks into an HMG wielded by a Gallente heavy. Medium frames are not the masterrace, that can anihilate everything else on the battlefield. The Gallente assault should be the frame that moves betwheen nodes in city maps to reinforce others. The suit for digging in is the heavy. Assault should be the conquerors, moving fast in packs to overwhelm enemy forces by sheer numbers. As is in real life, standard infantry is the expendeble cannonfodder. Infantry in all wars has been shoved into meatgrinders all over the world. BTW, I think Assault suits should be cheaper than all other suits, by at least 20%.
And what's to stop Heavies from moving in packs..?
Mad Syringe wrote:noob cavman wrote:I hear that my shotgun is the counter to heavies. But if the prof skill is being changed to shield damage and not keeping the rof bonus. I see alot of death on my horizon from not being able to get that 4 shot off... If the shotgun isn't good enough to give a sneaky scout the chance to kill that heavy, it needs to be buffed. Sneaky scouts should be able to take down a heavy, but only if undetected... and it still needs to be close (strafing involved and every shot connects).
Same as above.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5241
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Posted - 2014.03.17 19:54:00 -
[5] - Quote
Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him...
Oh god another "will need teamwork to take down" argument.
Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance.
It needs counters. Not -counter-. Plural.
Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5242
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Posted - 2014.03.17 20:13:00 -
[6] - Quote
Himiko Kuronaga wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. In CQC the heavy needs to be absolutely undisputed. He moves slow and has no other application whatsoever. Not "in a good place". The absolute best and always winning. Other CQC options should be inferior to the heavy's, because they come with the benefit of increased mobility, the ability to cloak and set up kills, and better scan precision for situational awareness. The heavy is a gigantic flashing "Here I am, *******" beacon with a giant gun attached to it. He has to be absolutely dominant in direct combat. The heavy will be fine in 1.8, leave him alone.
Than I'd like to throw in my hat for Gallente Assault + Assault Rifle to be the absolute king of CQC outside of that. Gallente Assault should require teamwork to kill and it's only counter should be a Heavy with an HMG because it's slow, like the Gallente Assault and it's armor. It should take -at least- five people to kill a Gallente Assault.
I'm thinking bonuses like: +10% Blaster Weapon damage and +10% reduction to incoming Light Weapon Damage.
Absolutely undisputed.
EDIT: Absolute best and always winning is a surefire sign for bad balance brosef. There needs to be counters to things like this. NOTHING should be 'always winning'.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5248
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Posted - 2014.03.17 21:29:00 -
[7] - Quote
John Demonsbane wrote:Himiko Kuronaga wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. In CQC the heavy needs to be absolutely undisputed. He moves slow and has no other application whatsoever. Not "in a good place". The absolute best and always winning. Other CQC options should be inferior to the heavy's, because they come with the benefit of increased mobility, the ability to cloak and set up kills, and better scan precision for situational awareness. The heavy is a gigantic flashing "Here I am, *******" beacon with a giant gun attached to it. He has to be absolutely dominant in direct combat. The heavy will be fine in 1.8, leave him alone. The smart money is usually on Aeon's analysis of things, but I'd have to agree that if even a gallente assault with a properly balanced AR (which is not what we will have in 1.8) meets up with a sentinel with an HMG within 20-30 meters, skill and meta level being equal, the sentinel should win. Pretty much every time. Double the range, the assault should win. Is that what we will have in 1.8? No, of course not. But it is nonetheless a fairly well balanced scenario.
I'm not saying that the Gal Assault should win, hands down - I'm just saying that it should be a toss up. CQC in a hallway where the Assault can't move, should definitely be in the Sentinel's favor. Have a bit of leeway for the Gal Assault to move around? He should definitely have the upper hand. Unfortunately, this isn't the case as long as turn speeds remain the same across all tiers of suits. A Heavy can turn just as fast as a Scout. In CQC, there's no downside to using a Sentinel - that's my primary complaint.
Range is a good counter to the Sentinel, but it's also a good counter to the Gal Assault + AR. I want Sentinel's to have a role (though I'd argue they're the best if not the only long range AV available) but at the same time, Gallente Assault has to have a role too. If CQC isn't in his field, then it needs to be good at something else.
EDIT: Crucial grammar error has been fixed. Also, an addition: I don't think that nerfs/buffs should be praised because "Logi's have been slayers for too long" - there's an innate flaw of bias when praising balance changes based on revenge
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5249
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Posted - 2014.03.17 21:41:00 -
[8] - Quote
Zahle Undt wrote:If point defense is all Sentinels could do...fine, but lets face the facts people have been using LAVs and other means to get around the heavy role forever and make it basically the most powerful infantry suit off an on since closed beta. Thus we have the cycle of heavy nerfs and buffs.
There's also Kin Cat Heavies which move faster than some Logi's =P Minmatar Sentinel with those is going to be beast just because of the built in passive defense on the suit.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5257
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Posted - 2014.03.18 06:05:00 -
[9] - Quote
neausea 1987 wrote:hey do me a favor go to an army base or to someone who owns a ( gatling,vulcan,chaingun,ect) and tell me what ttk has to do with it. i mean you cant nerf the death machine bruh, and im a scout. it might suck but there is always a way around it.
Please don't insult my intelligence using real-life examples in a game. This isn't Arma or Project Reality - this is a video game based on science fiction super soldiers designed to take as much punishment as they can dish out. kthnxbai
On a side note - I just want to inform everyone that I will probably be going Sentinel/Commando and I -will- be using an LAV as my primary form of mobility solely to demonstrate how even a player with terrible gun game can still face-roll by circumventing obvious short-comings.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5257
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Posted - 2014.03.18 06:54:00 -
[10] - Quote
Vell0cet wrote:If scouts are unable to keep heavies in check the first adjustment should be nerfing their turn speeds. The HMG should be a beast up close, but be countered by range. The other big concern is the heavy in the LAV. This could be addressed by making AV 'nades a viable counter.
Or introduce the much needed enter/exit animations...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5264
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Posted - 2014.03.18 12:54:00 -
[11] - Quote
Rums McCuUladh wrote:Because we suck in every other situation.
Save for AV, in which the Sentinel shines where all others fall dramatically short.
Chibi Andy wrote:long ass wall of white text but us heavies all know that the reason people want our HMG nerfed is so that they can beat us 1vs1, they don't like the fact that our HMG can win in CQC and so wants the dmg nerfed. pretty much the usual pattern, medium frame users keep getting killed by X weapon and so they all band up together wanting the nerf hammer on X weapon.
If you want to believe that that's the way it is, be my guest. Whatever helps you sleep at night.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5265
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Posted - 2014.03.18 13:05:00 -
[12] - Quote
Chibi Andy wrote:Aeon Amadi wrote:
If you want to believe that that's the way it is, be my guest. Whatever helps you sleep at night.
just saying what im seeing at the moment, and it seems like this is the trend. but hey we all have our differences, you're for the nerf and us heavies are against the nerf. only CCP can decide whether they want to nerf it or not.
Thank you for assuming what I'm for. I'll be sure to go to you the next time I've a concern over an analytical stand-point that I'm indecisive about. You can be my adviser for such things. Specifically, those things. Now, away with you - I've other matters to attend to that do not require your expertise
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5278
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Posted - 2014.03.18 22:32:00 -
[13] - Quote
Scalesdini wrote:Christ you medium frames are stupid, whiny poofters. HMG is not OP in 1.7, it will not be OP in 1.8. Sentinels are not going to be OP in 1.8. This is not Zerg 514. Learn2tactics.
Amadi I'm going to kick you so hard you get a fatal error again for posting a **** thread like this.
I never said it was -going- to be OP, I said that I was worried about it. In big ole letters right in the subject line and title text of the thread. In fact, by default, it's the very first thing you read before even seeing the rest of the thread. Worry does not constitute a definitive take. I'm going to be watching everything very very closely but logic would dictate that what is fine now is going to be a problem later when changes are made. Even you cannot deny this.
SPESHULz wrote:Im a heavy to. I just love being called fat and then eating everything with hmg. If we cant jump over the 20cm ledges how are we going to climb into a lav.
So much logic it honestly hurts
EDIT: Addendum, calling it now but we'll probably see a resurgence of the Heavy/Commando black screen at supply depots/spawning. Will repost this as a new thread indicating that I, in fact, called it, if it happens. If it doesn't, consider yourselves blessed that I set myself up for manifest destiny when it did not occur.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5281
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Posted - 2014.03.19 02:58:00 -
[14] - Quote
Scalesdini wrote:
15% resistance is for someone who has put millions of SP into one suit. You know what counters that? If you put millions of SP into the one gun they have 15% resistance to, id est: proficiency skill. You know what that's called? Balance. Further most of the resistances combat a weapon's strengths anyway, mostly just lowering it (Cal Sentinel - 15% shield resistance to blaster weapons, which do +20% to shields anyway, 10% to lasers which to +20% to shields, etc) and not negating it. Exceptions being Amarr and Gallente with projectile weapons, but again, prof V eliminates sentinel V resistance. Balanced.
Why is HMG not getting a nerf? Because that DPS everyone likes to pretend can be applied in the real world can only be applied at shotgun range. At 20m, HMG cannot possibly apply 100% of paper DPS - barely more than half. At 30m, it's under half. People seem to like to ignore this part of HMG, probably because they don't use it and assume it's like their laser accurate ____ rifle which can hit with every shot with decent aim (or aim assist, something that is weaker on HMG than on rifles anyway - not that I give a single solitary ****, it needs removed, but I digress...) but it isn't. That cone of fire that makes it so deadly at CQC also severely hampers its effectiveness at anything but CQC, even inside its own optimal it cannot apply 100% of its theoretical DPS. Tiny effective range, absurd falloff of damage between optimal and effective, massive dispersion - it's not doing the DPS people think except in close ranges, and if you're that close to the business end of an HMG, you're supposed to die. Learn2Flank.
The problem I have with this is that it's arguably more SP investment to counter the resistances than to get them. If you're speccing into Sentinels, you're getting the bonus all the way up to level five but in order to counter that you'd have to invest not only in 'x' weapon operation 5, but also Proficiency 5. It's the aspect that it costs more to counter the suit that's already powerful without the necessity of having other skills involved. Probably not wording it the way I want to but I can't get on Dust 514 right now to do a comparison of SP investment between Racial Sentinel 5 and Weapon Proficiency 5.
The next thing is the 'learn2flank' comment which... Not gonna lie, sort of rubs me the wrong way. Part of the argument that there's no viable CQC counter to the Heavy is that they turn just as fast as any other suit. Flanking is great but unless you can apply such massive damage as to outright kill them in less time than it takes them to turn around; there's an issue involved. First shot capabilities are always great but we're talking about a lot of damage coming back if they live through it.
It has a lot to do with map design as well as some maps (in particular the new Gallente maps) offer complete aerial cover; so kiss OB/DS support goodbye. Some of those maps have one way in and one way out, which poses a pretty hefty problem in the hallway/corridor like structure of the building's design. I'm sure heavies love this because it's true point defense but it begs the question: How do you counter it?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5288
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Posted - 2014.03.19 07:41:00 -
[15] - Quote
Scalesdini wrote:
It takes 273,600sp to get heavy frame to lvl 3 to unlock sentinels, and a further 2,487,360sp to get proto sentinel. It takes 621,840sp to get (Light/Heavy/Sidearm) Weapon Operation V, 621,840sp to get (Specific Weapon) Operation V and a further 1,554,600sp to get Proficiency V. Now, no light/heavy/sidearm weapon requires ____ Operation V, but even if they did, that means it would take a grand total of 2,798,280sp to counter a sentinel's resistance, which costs 2,760,960sp to obtain. I'd say that's pretty fair, especially since light/heavy/sidearm weapon operation affect multiple weapons whereas heavy dropsuits skills only affect sentinels and commandos, and most people only run one or the other. Plus the L/H/S weapon op skill gives a bonus (3% CPU use reduction per level to weapon type), whereas basic heavy dropsuit skill gives none.
As for the flanking part, if a shotgunner catches me from behind I'm toast 99 out of 100 times, by the time I turn around the second slug is in me and I'm nearly dead, unless I get lucky or the shotgunner is very bad it ends poorly for me. Same deal for rifles hitting me from outside my range before I see them, unless I'm standing next to cover, I'm toast. Heavies have enormous head hitboxes, people need to use that to their advantage.
For the map issue, come on, there's only really 3 or 4 points that heavies truly shine on, and even then they're still very beatable. If there's heavies on both sides (as there should be), you use your own heavies to lead the charge in. Now that's not to say the only counter to heavies should be heavies, but you can't expect 4-5 heavies in a tight area like that to go down easily. Spam fluxes in, fire in MD, sneak in with cloaked shotgunners, send in your own heavies, etc. Sometimes it just takes a different approach for a situation than what we're used to doing. On skirmish maps, if there's 5 heavies camped on one point, switch your tactics up - stop going for that point, go and hack all the other points, force them into a situation you want to fight them in rather than the situation they want to fight you in. For dom, most of them are wide open, just kill them from range... for the one new dom map that isn't, get a DS and put uplinks on top of the cylinder where the point is and drop grenades/MD rounds down on their heads while you push in from both sides on the ground. And you can in fact drop an OB into that point, btw. And heavies suck at ambush, so there's that.
Bleh, I can't focus on this **** right now but I'll go ahead and try. Mind you it prolly ain't going to sound too crazy competent because I haven't analyzed it as thoroughly as I'd like.
Right but that's just the one weapon - the Sentinel's bonus(es) apply to the entire lineup. I mean it's all well and good but I think it's sort of skewed to demand millions of SP as an effective counter for every weapon that could be used against the target. You've got a boatload more passive HP without the modules and just to get the weapon's base stats worth you have to go Prov 5 as the counter, which is sort of a downer because then you're boned against the other heavies. What if the weapon is just naturally under-powered? No amount of Prov 5 is going to help with that, unfortunately.
To be more specific, there are only a handful of Projectile/Explosive weapons available for use against Armor Sentinels (Gallente/Amarr). I can't fall back on any of them, realistically, because Mass Drivers and Flaylocks are doing less damage than Prof 5 would ever help with due to the splash damage reduction. That leaves you with Combat Rifles and... Wouldn't you know it, HMGs. So your only legitimate option there is to spec into Combat Rifles to balance the scales.
Shotguns will be receiving a hefty nerf as well so you're not going to have to worry about that. The damage focus on shields isn't going to help them with Gallente/Amarr heavies paired with the HMG as compared to it's [the shotgun] current RoF bonus, which are incidentally the innate problem as the Shotgun is, by default, a CQC weapon, putting it well within range of the HMG. It's not truly as necessary since neither of those Sentinels receive a reduction of damage to Blaster weapon but it's certainly not going to perform as well as it did before.
But, I digress. This is all off-topic because my main concern is the HMG itself, not the sentinel. All speculation on other aspects of said heavy aside, my primary concern is that the HMG might be a bit overwhelming in 1.8 when compared to anything that could legitimately counter it. The rest I can more or less live with.
Lance 2ballzStrong wrote:VERY good point. People complain about heavies using RRs and CRs, but what do you think will happen when the HMG gets the nerf you're talking about? Heavies that used the HMG will slowly gravitate to the better weapons, which people QQ about because "HEAVIES NOT SUPPOSE TO BE ABLE TO USE ARs!!!! QQ" So heavies will dominate CQC... isn't that its job? Aren't you suppose to die if you turn a corner and bump into a heavy? No? Then yea, nerf the HMG, and make heavies as useless as they were a few updates ago... just that now they have a whole arsenal of light weapons to use To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0
Same as above. This thread isn't about light weapon heavies. Heavies, by default (as they're the only ones who can use the HMG) but the thread is primarily about the weapon itself.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5293
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Posted - 2014.03.19 12:27:00 -
[16] - Quote
Disturbingly Bored wrote:Lance 2ballzStrong wrote:To be fair, it might need a nerf considering the nerfs everything got, but knowing CCP... lol... heavies will be right back to Uprising 1.0 That nerf bat is my biggest fear, too, Lance. The HMG needs a ~9% ROF nerf to stay as powerful as it is in 1.7, no more and no less. As it is now, it's getting an effective buff compared to it's most frequent competition. I think if you listen carefully, people aren't saying "Nerf HMG because it's overpowered right now!" It isn't. It's pretty damn balanced right now. But if everything else is getting nerfed and HMG is left alone, that's effectively a buff, and HMG does NOT need a buff.
Well said. Part of my problem is that I talk too much but say too little
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