Quil Evrything wrote:Awry Barux wrote:Quil Evrything wrote:
For a new heavy weapon, I want an all-range (well, 0-100m) anti-infantry weapon.
Something that justifies my Sentinel, NOT carrying a CR or ARR, because (new heavy weapon) is better in all situations.
Is that SO DIFFICULT, CCP, to imagine that a heavy weapon should be able to out-damage a "light" weapon of the same type?!?!
There's "HMG" vs "SMG". So just give us the HRR or HCR already?!?!?!?!
What would make this weapon not the only viable infantry weapon on the field once it's out?
Edit: This is exactly the kind of heavy weapon that should never exist, for what I would think would be obvious balance reasons.
what you're basically saying is, "Heavies should only get to use light weapons, same as anyone else, because anything more powerful would make other suits feel impotent".
Awww, poor baby.
The whole point of a "Heavy weapon", vs a "Light weapon", is that Heavy weapons should DO MORE DAMAGE.
S'why they're 'heavy' an all..
-_-;
I thought you were a pre 1.8 scout, I expected better from you.
No, they should get to use heavy weapons, and those heavy weapons should be more powerful than light weapons, but there should never be a heavy weapon that does amazing damage at every range. You didn't respond to my question at all: what possible balancing factor could there be for, say,
a heavy assault combat rifle with a 0-100m range? It wins in CQC, it wins at long range, it's on the suit with the most EHP in the game. Where is the drawback? What is the counter?
Everything in the game has to have a counter, that's how role-based combat works. You beat scouts with scanning or enough EHP to react to their sneak attack, you beat a medium rush with heavies, you beat heavies with range, positioning, and sneakiness. Rock, paper, scissors. No one suit or one weapon should be the best combat suit/weapon in every possible situation. That's how balance works.
If there's going to be a long-range anti-infantry heavy weapon, which I would agree there should be, it needs a major drawback- extreme hipfire spread or a very long spool-up time, so that the heavy is punished at close range in exchange for the long-range capabilities.