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XxGhazbaranxX
Eternal Beings Proficiency V.
1525
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Posted - 2014.06.19 05:02:00 -
[1] - Quote
HELLO GUYS,
this is a compilation of data I have been working on. The hope of the following visual representation is to make people understand that the hmg is not as powerful as everyone makes it out to be and that they are in fact not playing tactically when using their weapon/suit of choice. Dust is a game where thinking wins fights not pure dps.
HMG dps does dramatically fall off to the point that at it's optimal of 33 meters it has only 50% of it's actual damage which in turn is less than even a militia assault rifle who has a range advantage of about 10 meters in which case it can out dps the heavy and take it out. The insistence in rushing heavies at their optimal and more than likely below their optimal results in a pretty quick death due to the mechanics of the HMG Therefore it must be concluded that the HMG does not in fact need a damage or range nerf but that the players need to manage their playstyles
NOTE: The ranges are pre-hotfix beta so some of them might be a little off; this chart was done yesterday for the most part.
Even though the HMG does not need or warrant a range and damage nerf, it is not to say it is not in need of some tweaks. As stated by ccp rattati in this post the increase of overheat is not off the table. As an HMG user myself I do see some merit in increasing overheat since at standard level a heavy can pump out 5,148 damage before overheat and at proto a whopping 6,673. Mimmicking CCP Rattati's words:
CCP Rattati wrote:I like the deadliness of a heavy hmg as it is right now. If we were to reduce its efficiency in a future hotfix, it would most likely be to heat since that rewards skill and not spray and pray.
ROTATION SPEED
Even though rotation speed is a big factor in how a heavy functions, I do not believe it should be considered before exploring the overheat changes. Rotation speed was a huge drawback. This drawback was deemed a bit too much in the past and reasons still exists for not bringing it back. Although CCP rattati might be coerced into bringing it back, it might take the form of armor plate drawback. While I do not like this very much, I do also have to admit that it will not affect every heavy since some heavies choose or do not need to use armor plates. I also want to add that if implemented I would like it to not go too far. As it goes, there are many many things that can already kill a heavy before they turn around.
CONCLUSION
While I do not agree that there should be a damage or range nerf I do understand that there is room for compromise when it comes balancing heavies / HMG's. These compromises can come in the form of increased heat production and plates decreasing rotation speed. While I do not completely agree with the second one I must admit that if done right these two changes might create some semblance of balance for those who believe that the HEAVY class is OP without hindering the true HEAVY users too much. I also want to state That I am completely against including rotation speed to plates without first having tested and released the overheat mechanic rebalance.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1526
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Posted - 2014.06.19 05:10:00 -
[2] - Quote
reserved
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1527
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Posted - 2014.06.19 13:19:00 -
[3] - Quote
THUNDERGROOVE wrote:Hi, one of the many things I hear from people who defend the HMG is Quote:don't engage them in their optimal with the way some of the maps are especially the Gallente research facility that's nearly impossible. What do they expect us to do exactly? Go for a walk until that heavy gets bored and stops defending the domination point just so I can just get rushed by 5 heavies when they discover I hacked it?
This actually a viable strategy. Understanding how players interact with the game is one of the tactics employed by many mercs. If you can't do anything the best thing is to do nothing until he gets bored, comes out to play and whack him froma good vantage point.
THUNDERGROOVE wrote:I can often deal with one heavy, sometimes two if they're horrible. But most of the time there are six + of them on one team.
I do not necessarily believe this is a problem. In the same way that you would have to deal with 6 assaults shooting you so too would you have to deal with heavies. Before heavy changes NYAN SAN employed this tactic efficiently with assault suits. Unfortunately for most enemies it's a great tactic to bust in somewhere with 6 people shooting. The best defense sometimes is a great offense. To counter more than 1 heavy yo have to unfortunately use your weapons range or stealth. Staying farther than 33 meters away is key with an assault and maybe equipping grenades, remotes, PLC or mass driver can do the trick. Dust lets you train many roles so you can deal with many situations. A 1 trick pony has no place in dust.
THUNDERGROOVE wrote:Having quite a lot of respect for you for a lot of your threads, I'm curious about how you feel about this? I just don't entirely agree with having anywhere from 500 and 1000 more HP while having the range(not saying it's long) + DPS it has for marginally lower speed compared to medium frames.
It puts a lot of suits at massive disadvantages if they can't even get near them. There isn't even a reward to try flanking as they can turning around so quickly that even having the first shots on them isn't enough to be at an advantage. The only suit able to compete is the Amarr assault and shotgun scouts which is easily negated by more heavies and/or logis.
I feel bad for the poor blueberries going 1/20 just throwing themselves into the meat grinder because there's just nothing they can do. ;_;
having all that HP is there for a reason. Earlier I stated that 1 trick ponies have no place in dust and while this is true for players it's not true for suits. You see the heavy is a 1 trick pony. The medium suit has more tricks and options up it's sleeve and the medium suit user should remember that and use it to their advantage.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1528
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Posted - 2014.06.19 13:32:00 -
[4] - Quote
Yes I have read it and it's one of the best explanataions I have read on the views of light/medium/heavy interaction
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1529
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Posted - 2014.06.19 13:50:00 -
[5] - Quote
Fox Gaden wrote:Rock, Paper, ScissorsThere are two factors which are contributing to HMG Heavies being too powerful right now and neither has anything to do with the HMG Heavy. 1) Assault suits are a little underpowered right now. Currently they are like Logi suits with less equipment. I propose a 2% per level Damage bonus added on top of the bonuses they already have. 2) Having a Caldari Scout on your team means that all your Heavies can see all but the most dampened Scouts. Scouts are supposed to be a HMG SentinelGÇÖs hard counter, but it is hard to sneak up behind a Heavy with a Shotgun when you show up on the HeavyGÇÖs radar. (I killed a Cloaked Scout this morning that had a chevron above his head.)I propose that only the enemy with profiles 5db above a suitGÇÖs precision get transmitted on the Tac-Net. This way Cal Scouts could still see most other Scouts and do the work of countering them directly, but would not be transmitting their positions to the Sentinels on his team. Cal Scouts would still be doing the Scouting part of their job by transmit the positions of all Medium Frames (unless heavily damped) and any Light Frame suits that have not equipped or skilled for Stealth. (The 5db figure might need to be adjusted.)
Yeah and CCP stated that he is going to fix assaults before getting anything done with the HMG or heavy... In other words
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1533
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Posted - 2014.06.19 16:39:00 -
[6] - Quote
Apothecary Za'ki wrote: do you even play heavy? do you know how meny bullets it takes to actually kill some one who isnt at less then 10 meters? LOTS! and that means constant overheating and wasting ammo.. and its bullcrap that it does 5000 dmg befor it overheats if i could achieve that then i could easily clear entire rooms which is NOT the case.. because at less then 5 meters its hard to keep people in the circle to get as meny bullets to hit as possable.. and over 10 with dispersal it wastes alot of bullets anyway..
STOP WHINING ABOUT HEAVY AND HMG CAUSE YOU SCOUTS ARE TOO STUPID TO FLANK!
try playing heavy for once and see its massive drawbacks.. the only time a heavy works is point control (easly broken with nades, orbital, massdriver or logi supported heavys or snipers, RE) i cant believe people are soo stupid to not think about tactics.. the only think wrong with heavy is yes maybe the Death taxi's but those were ingenious people who got around the limits of slow movement speed and short range.
how abotu less dispersal but shorter max range? 10-15meter optimal and 30meter falloff no change to heat/clip/ammo/turn... that way you stupid idiots can pick on heavys from outside the 30 meter range and if a heavy is doing their job guarding a point then figure out a way to flush em out insted of bitching abotu NERF HMG! NERF HEAVY!
ps if anything the Scrambler rifle is more OP then the HMG as even with out the charged shot it does like 780 DPS (if all shots hit) while HMG does 760 dps IF ALL SHOTS HIT... which they dont.. ever!
I have proto heavies, proto logi, proto scout and working towards proto commando. I used the HMG before it got fixed and made the fedback video that got it fixed. I also used HMG when they had more overheat and the suit bonus actually reduced overheat of the weapon and as a heavy user I would not mind having that overheat back since it promoted skill and thwarted FOTM chasers. So yes I heavy, quite often and I don't appreciate people talking about what they don't know. I gave you numbers and proof. Please come here with facts and not whining because of possible changes that may or may not come.
Plasma Cannon Advocate
Dust 514 Survivor
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