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ANON Cerberus
ACME SPECIAL FORCES RISE of LEGION
829
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Posted - 2014.06.14 10:09:00 -
[31] - Quote
Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. |
Sequal Rise
Les Desanusseurs
31
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Posted - 2014.06.14 10:18:00 -
[32] - Quote
I think that the 2 main problems with the HGM are its impressive range and its ability to turn the character arround so fast (plates dont change anything to this...) I have an alt heavy (with 13M SP so it's a pretty good one) and I have to say that it is the "easy mode" of dust. It's absolutely normal that it melts down anything in a 10-15m range, but some peoples are wrong, it's ALSO melting down anything at 30-40 meters! And that isn't normal! Even if the damage goes arround 50% at 30meters, its amazing rate of fire makes this damage reduction useless.
I suggest that after 15m the damage should extremely drop off and this way the HGM will work as intended.
Sorry for my bad english :D
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shaman oga
Nexus Balusa Horizon
2274
|
Posted - 2014.06.14 10:24:00 -
[33] - Quote
The HMG have too much efficiency at range. It should decrease greatly over 30 meters, it should be a CQC weapon, right now it melts everything even at 40 meters.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Racro 01 Arifistan
501st Knights of Leanbox
352
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Posted - 2014.06.14 10:47:00 -
[34] - Quote
Lance 2ballzStrong wrote:Complaining about a weapon that's SUPPOSE to kill...KILL everything in its range? What's the range? 10-15m? before dmg drop off?
I remember the days when I would turn and run away from a heavy... then I remember the days when I used to laugh at heavies while I proceeded to light them up with my AR... now I see people are crying about them being a fearful figure on the battlefield again.
As someone mentioned above, nerfing the magazine size might be the best way to nerf something that's doing its job.
Problem is while other weapons got a dmg nerf, the HMG didn't, so it basically got a buff vs other weapons. Is that the problem? Before it was shooting spitballs at people.
I look back at days when I feared assaults more in CQC than Heavies... just lol... but I guess that's what people want again.
unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are.
Elite Gallenten Soldier
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4420
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Posted - 2014.06.14 10:48:00 -
[35] - Quote
ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey.
There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing.
When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego.
A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. |
Lorhak Gannarsein
Legio DXIV
3512
|
Posted - 2014.06.14 11:00:00 -
[36] - Quote
Racro 01 Arifistan wrote:Lance 2ballzStrong wrote:Complaining about a weapon that's SUPPOSE to kill...KILL everything in its range? What's the range? 10-15m? before dmg drop off?
I remember the days when I would turn and run away from a heavy... then I remember the days when I used to laugh at heavies while I proceeded to light them up with my AR... now I see people are crying about them being a fearful figure on the battlefield again.
As someone mentioned above, nerfing the magazine size might be the best way to nerf something that's doing its job.
Problem is while other weapons got a dmg nerf, the HMG didn't, so it basically got a buff vs other weapons. Is that the problem? Before it was shooting spitballs at people.
I look back at days when I feared assaults more in CQC than Heavies... just lol... but I guess that's what people want again. unforutntley the hmg's optimal reaches out to 40 with effective of 60. ironically this is where the assault rifles ranges are.
Totally wrong.
Can't check, cos DT, but when it isn't I'll get numbers for you.
CCP Rattati Best Dev
I gots to stop making 3am posts...
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Sequal Rise
Les Desanusseurs
31
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Posted - 2014.06.14 11:01:00 -
[37] - Quote
Himiko Kuronaga wrote:[ Racro 01 Arifistan wrote: unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are.
Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it.
60 meters is exagerating, but as I said, 30-40m kills with HMG happens all the time. And it shouldn't.
Sorry for my bad english :D
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Ealphea Aeeagol
Last VenDetta. Dark Taboo
4
|
Posted - 2014.06.14 11:04:00 -
[38] - Quote
Bormir1r wrote:I ... there is consensus on reducing the turn speed ...
There is no consensus. There are people saying this, but at best there is a majority. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4420
|
Posted - 2014.06.14 11:09:00 -
[39] - Quote
Reducing turn speed is a stupid move. We all had it before during chromosome and beta, and we all hated it. People didn't learn their lesson apparently. |
ugg reset
Molon Labe. General Tso's Alliance
587
|
Posted - 2014.06.14 11:14:00 -
[40] - Quote
I just gana drop this here
Thr33 is the magic number.
no hope.
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1200
|
Posted - 2014.06.14 11:18:00 -
[41] - Quote
ugg reset wrote:I just gana drop this here
AWESOME ^^^ Watch this, gr8 stuff ugg..'strategy and teamwork'
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1200
|
Posted - 2014.06.14 11:22:00 -
[42] - Quote
Impressive? Longest PLC Kill 151.8m - OHK on a Heavy
< < < Logi mk.0 - Commando gk.0 - Scout gk.0 - Sentinal ck.0
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sid ori
TO THE DEATH
0
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Posted - 2014.06.14 11:23:00 -
[43] - Quote
a standard HMG optimum range is 28m it has an effective range of 40m |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4422
|
Posted - 2014.06.14 11:30:00 -
[44] - Quote
ugg reset wrote:I just gana drop this here
People don't want to think for themselves. Like I said, it's 13 year old "why aren't I winning?" logic. |
RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:48:00 -
[45] - Quote
A scrub scout whining about the hmg doing what its supposed to.
Dust has the most ridiculous player base ever.
Legion asap please.
Service with a smile
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RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:51:00 -
[46] - Quote
Have you ever thought that you are just plain sht maybe?, I'm serious.
Any scout who is having difficulty with anything is a straight up scrubby noob,. It really doesn't get any fking easier.
Service with a smile
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RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:53:00 -
[47] - Quote
Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy.
Any spam is spam and a pain.
Be quiet.
Service with a smile
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RogueTrooper 2000AD
Neckbeard Absolution
83
|
Posted - 2014.06.14 11:56:00 -
[48] - Quote
This thread is laughable at best.
A bunch of scrub scouts whining about the hmg.
I play both so I can see why.
Get good seriously and changing the thread title to 'the worst scouts in dust hate the hmg and here's why' would put it more into perspective.
You are all sht lol.
Service with a smile
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The dark cloud
The Rainbow Effect
3253
|
Posted - 2014.06.14 12:05:00 -
[49] - Quote
Wait a sec, a scout complaining that he gets killed too quickly because he is using the suit with the lowest amount of HP? Get your passive scan skills up and you can shot heavys in the back. Thats what i do and i dont think that the HMG is OP. I play as scout, heavy and logi and know all up and downsides to it. heavys are there for close quarter point defense but have very crappy passive scanning skills. |
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 15:59:00 -
[50] - Quote
J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying.
Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 16:13:00 -
[51] - Quote
Meee One wrote:Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons. TL;DR Heavies are too good at point defense (their role),nerf them! Unless you're talking about HMG+ Heavy + LAV killing,working as intended. Also, i've noticed a rather lethal weakness with heavies....over confidence in their high eHP,and most are situationally blind(tunnel vision). Try this... -See heavy -Plant REs as a trap -Shoot heavy once -Let the heavy "chase you" -Occasionally turn around and shoot,just enough to keep their attention -Lead them to the REs -Make a "last stand" ducking into and out of cover -Blow up REs - +50 kill For everything else theres mastercard.
Problem is that the sprinting glitch and slug bullets (from HMG) completely destroy the idea of "shooting once" and trying to get the heavy to chase you.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5299
|
Posted - 2014.06.14 16:25:00 -
[52] - Quote
Scheneighnay McBob wrote:Feldt-Grace wrote:The HMG is not OP, but the reload time could be longer~ A clip size nerf might just do it, actually. Think about it: the HMG would become a breaching weapon- you want the first guy through the door to have one, but after that you'll need assault rifles and the like to back it up. While a group of HMG heavies would initially be devastating, they would all be reloading by the time a shotgun scout runs into the room as backup. I like the way you think.
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Amuf Oratok
Maphia Clan Corporation
16
|
Posted - 2014.06.14 16:33:00 -
[53] - Quote
I wonder why an heavy was able to completely deplete my shield from 75 meters while I was running.
YOLAAC: You Only Live As A Clone
Die and Rise
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Arcturis Vanguard
Red Star. EoN.
128
|
Posted - 2014.06.14 16:41:00 -
[54] - Quote
Bormir1r wrote:J4yne C0bb wrote:Bormir1r wrote:1. The HMG output is incredible, however I will concede that this is the role of the heavy. As Lynn Beck said, heavies should be feared, however they shouldn't be able to do 360s and whiplashing scouts without even noticing. (You can even imagine this. A heavy feels a little tickle from a bad shotgun blast, then whips around while blasting his HMG with no aim, and suddenly sees a scout drop down to the ground, no longer moving. The player all of a sudden seems stunned, surprised with the amazing power the HMG holds.) It also makes sense that because heavies are "heavier," they should turn slower do to their weight/ weight of the weapon. I'm sorry my man, but this simply is not an fair characterization of heavy vs. scout play, at least from the heavy perspective. It's true that you can turn much quicker than before, but it's still pretty easy to get pwned by a good shotgun scout or REs. And it's not simply a matter of whipping around then spray and pray -- even if I whip around quick enough, I still have to get a bead on the quick bastard and keep up with his quicker strafing ability to put him down. It takes maybe 2-3 good shots to end a heavy, and it's pretty easy to lose to a scout even if you do have time to whip around and fire, because by the time you do, he only needs one more killing shot. There's a lot more skill involved in evading a shotgun to the back of the head that you are giving heavies credit for. Not trying to be argumentative with you, just saying. Ok, I can sympathize with the heavies, but you have to at least grant the fact that an immobile scout is a dead scout, and this comes from the sprinting glitch, and also the slug bullets which we're still experiencing now. Also it takes an average of 4 SG shots to kill a heavy, and up to 5 or 6 shots for a Gall Heavy, which to me makes it a little too hard to kill a heavy, and not taking into account the really bad hit detection from the shotgun.
So because of ccps bad coding we need to nerf a weapon to compensate. OR how about Ccp just fixes their coding.
Seriously legion will be no different from dust today. They are using the same engine, just a new platform. If they can't fix their problems now how is moving to a new platform going to instafix the issues?
Amarr Heavy_
Amarr Assault_
Caldari Scout
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4431
|
Posted - 2014.06.14 17:10:00 -
[55] - Quote
Mobius Wyvern wrote:Scheneighnay McBob wrote:Feldt-Grace wrote:The HMG is not OP, but the reload time could be longer~ A clip size nerf might just do it, actually. Think about it: the HMG would become a breaching weapon- you want the first guy through the door to have one, but after that you'll need assault rifles and the like to back it up. While a group of HMG heavies would initially be devastating, they would all be reloading by the time a shotgun scout runs into the room as backup. I like the way you think.
Or you could leave the goddamn weapon alone. |
TIGER SHARK1501
The Phoenix Federation Dark Taboo
20
|
Posted - 2014.06.14 18:51:00 -
[56] - Quote
Bormir1r wrote:This weapon is utterly OP. In one second you can just mow down scouts, and in two you mow down assaults. Granted the role of the heavy is to do a lot more damage but sacrifice speed, however there is too much damage. This is certainly evident from just the fact of when many of the weapons were nerfed in 1.8. However, the HMG was left untouched and furthermore had it's range buffed. Even though it didn't receive any future buffs, it did however gain an indirect buff due to the nerfs of all the other weapons. A single bullet does almost as much as a Six Kin Combat Rifle's, currently, yet it has twice the rate of fire. That means the HMG is doing almost twice the damage of a Six Kin, and the Six Kin is still an extremely deadly weapon.
In this respect I suggest the HMG receive a slight nerf, to balance it's power/role compared to the other weapons. When many weapons were nerfed in 1.8, they were generally nerfed by about 10%, and in the same manner, the HMG's firepower should be reduced from 18.00 to 16.00, (1.8 rounded to 2). This should and would balance out the HMG making balanced in comparison to other weapons. Would you be referring to the same scouts that speed behind them to shoot them in the back with a proto shotgun? Just curious? |
Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 18:55:00 -
[57] - Quote
Himiko Kuronaga wrote:ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing. When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego. A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. Racro 01 Arifistan wrote:[ unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are. Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it.
But what about the sprinting glitch and slug effect you experience from the HMG bullets? A scout that is frozen makes it completely pointless and is essentially suicide.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Rynoceros
Rise Of Old Dudes
3891
|
Posted - 2014.06.14 18:57:00 -
[58] - Quote
Bormir1r wrote:Himiko Kuronaga wrote:ANON Cerberus wrote:Arkena Wyrnspire wrote:A question to those heavy defenders.
How do you counter heavy spam on an objective map? Not just a couple of heavies, but when the enemy team is spamming them.
Shotgun scouts don't work because you get gibbed by a HMG even if its not your target's one (and also if it's a high level sentinel it can take 4 shots to kill them, at which point they have most certainly turned around and killed you). REs will get spotted if you start using them frequently against them.
No other class has a prayer of taking them on. You generally can't take them at range because in an objective there's cover and a lot of them will force you to within 20m of the heavy. The only TRUE counter is more heavys. I personally find the forge gun can be a deadly counter but its totally dependant on skill shots. None of this HMG spray and prey. There are a lot of ways to break that scenario, but basically what is happening is the heavy is very good at entrenching into an area and holding lesser frames off when he has radar and nanohive support. But this is EXACTLY how it should be. The heavy frame absorbs all of the benefits his team gives to him and becomes an avatar of destruction. Without those benefits he's just a big, dumb, blind giant. First of all, if you let them entrench in the first place and you need to pay the price for that. I'm tired of hearing my own guys complain about this, it's scrubby as hell. If you're attempting to win then it is not acceptable to let such a thing happen like it's a small deal and expect to get it back easily because your theoretical gun game is superior. That's some 13 year old "im good at video games why aren't i winning?" logic, and I saw it every day when I was playing. When someone clamps down on a point with large frames, you siege them. It's as simple as that. Back when I was playing PC every day even in FA we had people running into an objective over and over and over trying to take it and be the hero, or the more consolidated approach was to wait for 2 or 3 people and then push like it would make any real difference. That's just rolling the dice on hoping somebody on the enemy side wandered off and weakened their position. It's stupid. Was anybody going to high ground and shelling them with mass drivers? No. Rarely if ever. And that's a failure derived from ego. A siege has to be done in a methodical fashion. You surround an area, specifically from high ground, you shell the hell out of it and destroy all enemy equipment and cut off uplink and nanohive support. Then, when the enemy is widdled down, you move in as a team. Racro 01 Arifistan wrote:[ unforutntley the hmg's optimal reaches out to 40 with effective of 60.
ironically this is where the assault rifles ranges are. Bullshit. There is a thing called spread. You are losing 90% of your DPS from that range with the HMG. The rifles are not. I swear to god, talking to people who play this game is like having a back-and-fourth with a 12 year old who thinks they know something because they overheard one of their friends talking about it. But what about the sprinting glitch and slug effect you experience from the HMG bullets? A scout that is frozen makes it completely pointless and is essentially suicide. They killed stun lock. Update your complaint appropriately.
PSN: The_Rynoceros
Destiny beta SoonGäó
Console Master Race
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Bormir1r
Fatal Absolution General Tso's Alliance
423
|
Posted - 2014.06.14 18:58:00 -
[59] - Quote
The dark cloud wrote:Wait a sec, a scout complaining that he gets killed too quickly because he is using the suit with the lowest amount of HP? Get your passive scan skills up and you can shot heavys in the back. Thats what i do and i dont think that the HMG is OP. I play as scout, heavy and logi and know all up and downsides to it. heavys are there for close quarter point defense but have very crappy passive scanning skills.
Lol minmatar scout has zero passive skills under than hacking, which doesn't help for combat. Furthermore it also has the lowest eHP, and even though it's "slightly" faster, it's insignificant in terms of speed/strafing compared to the Gal scout.
"One does not simply" run 11.12 m/s.
Oh wait, mk.0 Scouts do it... Oops.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4431
|
Posted - 2014.06.14 18:58:00 -
[60] - Quote
They removed the slow-down from bullets in the recent hotfix. Anything you are experiencing is purely your imagination, and your imagination is no cause to ask for nerfs on an unrelated suit. |
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