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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Logibro
C C P C C P Alliance
8455
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Posted - 2014.07.17 12:36:00 -
[1] - Quote
Hey guys
So with Hotfix Charlie I've been taking a look at HMG Heat, primarily to make heat management much more important for HMG users.
Overall, all HMGs now overheat faster, with a 2 heat/sec increase to the Base standard HMG.
Burst HMGs have received a much more extensive overhaul, with radical increases to their fire rate and reduction in burst delay, as well as a decrease in the amount of damage per round. This results in a DPS increase, but at the expense of overheating even quicker than before. They should now properly function as a front loaded weapon where you either have to end the fight quickly, or lose out to an opponent in a sustained fight. I am concerned that it might be a little too powerful, so I would especially like to get your feedback on this change.
Assault HMGs have received no changes beyond the heat adjustment.
Additionally, range progression has been removed from all HMGs, and they now all have an optimal of 31.5m with an effective range of 52.5m (matching the advanced HMG). Assault variants still continue to have longer range than Base and Burst HMGs.
All the details are in this spreadsheet.
As always, changes are not final, and I would love to hear your feedback.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8466
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Posted - 2014.07.17 13:25:00 -
[2] - Quote
ResistanceGTA wrote:I can't believe these are final changes that we can have no input on... How rude of you Rattati...
I kid of course.
I'll have my Heavy read over it and discuss with him before I give any actual feedback. From my not Heavy eyes, I like it.
Also, my name isn't Rattati.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8500
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Posted - 2014.07.17 17:33:00 -
[3] - Quote
CommanderBolt wrote:So the Burst HMG is going to **** even faster than it already does with a penalty of increased heat? (So this in my opinion only affect burst hmg vs heavy fights)
50+ meter effective range!
Its too much.
Interestingly enough, the Burst HMG now does less damage per burst, but much higher DPS overall.
The effective range is only an increase for the standard HMG. The Advanced already has that range, and the prototype is getting a reduction (remember, effective range is where you're doing 30% damage, optimal is 100%)
And to Fox: You can just hold the trigger down and it will cycle bursts the moment the delay ends, no need to mash the trigger. I'll consider the increase in damage to LAVs, but I would have to run the numbers first.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8519
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Posted - 2014.07.17 18:18:00 -
[4] - Quote
I-Shayz-I wrote:Very excited to finally see players having to control the heat function.
Not sure how I feel about the burst changes. I really liked the position it used to be in as you had I think 5-6 bursts before you overheated, which was about half of your ammo before you had to reload.
Does this mean it'll be more like 3-4 bursts before you overheat then, while increasing the amount of bursts you can get off quickly?
You say that it'll result in an overall dps increase, yet each bursts does less damage total...I guess it's hard for me to imagine how that would actually feel in-game
With the Six Kin Burst Heavy Machine Gun, you overheat at the start of your 7th burst. If you look at the linked spreadsheet, it should state how many rounds you fire before you overheat, as well as the % of the clip.
The big difference now is the massive increase in actual fire interval (0.024 to 0.015, including burst delay). So you can fire your bursts much faster now.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8526
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Posted - 2014.07.17 18:53:00 -
[5] - Quote
KalOfTheRathi wrote:CCP Logibro wrote:ResistanceGTA wrote:I can't believe these are final changes that we can have no input on... How rude of you Rattati...
Also, my name isn't Rattati. True, but he is the one editing the database. What is it that you do these days, CCP Logibro? I have no idea beyond your being on the forums.
Actually, I'm the one that's more likely to be putting the new numbers into FSD than CCP Rattati.
Still a community guy and CPM coordinator, also moonlighting as a mad scientist.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8532
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Posted - 2014.07.17 19:11:00 -
[6] - Quote
Dustbunny Durrr wrote:As a heavy, I must say, these changes seem reasonable. I especially like that the burst will be getting better at being a "logibuster" (shooting and killing a heavy through a logi's reps) while getting worse at crowd control.
That being said, I still think the assault HMG might need a slight buff (and I do mean slight) whereas the regular HMG might have a touch (and once again, I do mean slight) too much range. I think a 2-3 meter reduction in the range of the regular HMG (perhaps even decrease the optimal by 2-3 meters, and increase falloff to keep the total range the same) would do the trick.
These latter changes could come as part of a future patch however. I'm fine simply doing the stated changes for now.
We're aware of the Assault HMG needing a bit of love, so we'll be looking at that one later. Main change here is heat and the burst.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8532
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Posted - 2014.07.17 19:14:00 -
[7] - Quote
HowDidThatTaste wrote:Looks like good fixes.
However I still find that the MH-82 is better to use because of the lower cost
The difference in DPs is less than 1 bullet difference and really doesn't feel any better.
I had thought that I felt more range with the boundless but this fix may see it the same as the MH-82?
What's the thought on increasing the damage slightly more for the boundless to give it more seperation? Not sure what the penalty might be? Higher heat build up for the proto level?
The boundless just needs more seperation from the MH-82 in terms of reason to use it for the cost difference.
Like all Proto weapons aimed at use in infantry, the difference in damage is 5%. The Boundless also has lower heat per second, allowing it to fire longer before overheating.
Summ Dude wrote:Yea, no issues with the heat build-up changes; we'll see what they look like. However I'd say that the Assault HMG still needs much more attention. It has the same dispersion as the basic HMG, which makes that extra 10ish meters of range virtually useless. I think it desperately needs a tighter spread.
As mentioned earlier, these changes aren't looking to help out the Assault HMG at this stage. We can definitely come back to it later though.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8632
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Posted - 2014.07.20 14:38:00 -
[8] - Quote
Racro 01 Arifistan wrote:yay.my plasma rifles now out rnage hmgs. by 0.5m. for both optimal and effective.
Plasma Rifles have an optimal of 43m and an effective range of 70m. You've got a bit more than that.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8784
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Posted - 2014.07.30 16:31:00 -
[9] - Quote
Thanks for your feedback guys, this thread has run it's course and will now be moved to the archive.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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