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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
(a¦á_a¦á)
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FraggerMike
G.R.A.V.E INTERGALACTIC WARPIGS
243
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Posted - 2014.07.17 12:38:00 -
[2] - Quote
My little assault suit likes this :)
Director of G.R.A.V.E
Battles on Youtube channel:
G.R.A.V.E
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The dark cloud
The Rainbow Effect
3588
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Posted - 2014.07.17 13:04:00 -
[3] - Quote
Not sure about the changes. I use the basic HMG alot of times and i barely have any issues with overheating on that 1 in firefights. Im sure i will get my head around it but i woulda liked more kick on it to compensate for the firepower. |
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1409
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Posted - 2014.07.17 13:04:00 -
[4] - Quote
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.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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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 -
[5] - 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
(a¦á_a¦á)
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6332
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Posted - 2014.07.17 13:28:00 -
[6] - Quote
S'decent I guess. Just curious as to what impact it will have on the proliferation of heavies running around, when combined with fitting changes.
Hopefully the amount of Sentinels will die down as there's just too damn many of them right now, imo.
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...
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.
WHO IS THIS IMPOSTER?
Useful Links
Aeon Amadi for CPM1
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Adipem Nothi
Nos Nothi
3009
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Posted - 2014.07.17 13:42:00 -
[7] - Quote
Future Expectations
Community: Heavies are too numerous and HMGs too effective; ambush has degraded to "follow the heavy"
Heavies: [In their very best pilot voice] Nuh uh. Everything is fine. QQ, GOML, get gud, teamwork, etc
Shoot scout with yes...
- Ripley Riley
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6334
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Posted - 2014.07.17 13:54:00 -
[8] - Quote
Adipem Nothi wrote:Future Expectations
Community: Heavies are too numerous and HMGs too effective; ambush has degraded to "follow the heavy"
Heavies [in their very best pilot voice]: Nuh uh; everything is fine. QQ, GOML, get gud, teamwork, etc
I remember a while back someone made the argument that Heavies should be unparalleled and have no counter at Point Defense.
We joked that, "Well, in that case, why run anything other than Heavies?"
Manifest. Destiny.
Useful Links
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SAIRAX SIS
Nyain San General Tso's Alliance
112
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Posted - 2014.07.17 14:10:00 -
[9] - Quote
HMG & B-HMG are Infight-Short Range King.
Is not to be win rifle in the short-medium range. It's supposed to be a turn of A-HMG.
yoroshiku ne !pÇÇpÇÇCute Cat NyaoooonpÇÇGÖ¬
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6095
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Posted - 2014.07.17 15:42:00 -
[10] - Quote
I can live with this.
I like the burst changes. More DPS with higher heat makes it very similar to "Spike Damage" classes in MMO's
Designed to kill people being logi'd
How I Imagine I look when running Minmatar Scout
PSN: EVL_Elgost105
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Fox Gaden
Immortal Guides
3895
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Posted - 2014.07.17 16:10:00 -
[11] - Quote
As a HMG specialist (Read my Guide) I support these changes overall.
Heat Buildup: I am an experienced HMG user and I donGÇÖt like wasting bullets. Therefor I normally shoot in bursts, and only when I am on target. So I donGÇÖt think I will be effected a great deal from these changes. However, the spray and prey crowd who are always calling for a Nano Hive because they have burned through 1000 rounds, will probably have more trouble with the heat build up. It will make the HMG require more skill to use effectively, which will reduce the number of people using it as easy mode. That is a good thing.
Currently I only overheat my Standard HMG when trying to kill a LAV (can we get the +25% damage to vehicles to balance this heat buildup nerf?) and when firing into a crowd of 4 or 5 people huddled together (fish in a barrel) where I can change targets while continuing to fire every time I get a kill without wasting bullets. With the increased heat buildup those overheat situations will happen more often, but they can be managed.
Normalizing ranges across all tiers: I am all for this. Sometimes I use Standard HMG and sometimes I use Proto HMG. It will be a lot easier if their range profile is consistent. I wonGÇÖt have muscle memory working against me.
Burst HMG changes: These sound interesting. However too many variables are changing for me to comment before testing. Rate of fire, damage per round, and burst delay are all changing, which will all effect how fast heat builds up while trying to kill someone. This could make it OP or UP, so I suggest you test it carefully.
I like the reduction in the burst delay. I like to fire in short bursts with the Standard HMG, but with the Burst HMG I would fire a burst and then when I would pull the trigger for the next burst the delay would not be over yet and nothing would happen for a moment. Since I have the slowest trigger speed of anyone I know, this does lead me to believe that the bust delay was too long.
I am thinking that the Burst HMG with the new changes might go very well with the Minmitar Sentinel suit play style.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Killer's Coys
Prima Gallicus
39
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Posted - 2014.07.17 16:12:00 -
[12] - Quote
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...
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.
HAHAHAHA Amazing
EDIT : Good job Logibro, I've wanted that for 1.8, thank you |
Cody Sietz
SVER True Blood Dark Taboo
3607
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Posted - 2014.07.17 16:27:00 -
[13] - Quote
Loving the changes. Nice to see the balance chisel come out instead of the ol'nerfhammer :)
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1343
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Posted - 2014.07.17 17:10:00 -
[14] - Quote
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.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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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 -
[15] - 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
(a¦á_a¦á)
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I-Shayz-I
I----------I
4139
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Posted - 2014.07.17 18:15:00 -
[16] - Quote
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
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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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 -
[17] - 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
(a¦á_a¦á)
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Leeroy Gannarsein
Legio DXIV
515
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Posted - 2014.07.17 18:33:00 -
[18] - Quote
I quite like this.
I'm not sure what the burst changes will entail, but I think his is a pretty good place for the HMG.
I also think the scouts need to be a little less bitter that they're no longer the primary assault suit, but I digress.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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KalOfTheRathi
Nec Tributis
1346
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Posted - 2014.07.17 18:39:00 -
[19] - Quote
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.
And so it goes.
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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 -
[20] - 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
(a¦á_a¦á)
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Dustbunny Durrr
ReD or DeaD
240
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Posted - 2014.07.17 19:07:00 -
[21] - Quote
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. |
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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 -
[22] - 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
(a¦á_a¦á)
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HowDidThatTaste
Ancient Exiles. General Tso's Alliance
5137
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Posted - 2014.07.17 19:11:00 -
[23] - Quote
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.
With such few choices and all |
Summ Dude
Direct Action Resources
419
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Posted - 2014.07.17 19:12:00 -
[24] - Quote
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.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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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 -
[25] - 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
(a¦á_a¦á)
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
32
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Posted - 2014.07.17 19:24:00 -
[26] - Quote
FraggerMike wrote:My little assault suit likes this :) my lil assault suit likes this as well
no im not a mortedeamor alt..im her slave
sometimes i run weak guns just to make pubstomping more of a challenge
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Dustbunny Durrr
ReD or DeaD
240
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Posted - 2014.07.17 19:30:00 -
[27] - Quote
One thing I missed the first time around is the officer HMG changes seem a bit draconian (heat per second is increasing 40%). Seeing as they are quite rare, and as they are a close quarters weapon people will be losing them if they use them (unlike a Thale's, but that's another story entirely).
Obviously this is more of a judgement call, but simply due to their very limited supply, and high probability of loss due to them being a close quarters weapon, I think the officer HMGs should see less heat nerf. |
Arkena Wyrnspire
Fatal Absolution
15436
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Posted - 2014.07.17 21:01:00 -
[28] - Quote
Won't change much. I see no harm in it, I guess.
You have long since made your choice. What you make now is a mistake.
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One Eyed King
Land of the BIind
2767
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Posted - 2014.07.17 21:12:00 -
[29] - Quote
I look forward to seeing how this works out Dev Not Named Rattati.
This is how a minja feels
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1503
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Posted - 2014.07.17 21:15:00 -
[30] - Quote
7-10 seconds is still way too much of spray and pray lol800DPS even if "its an HMG".
This will change nothing.
Please consider a heftier penalty.
The only thing affected by this would be that instead of being able to kill 7 people in 10 seconds, you can only kill 5.
"Minmitar Scout" and "Masochist" are synonyms.
Kills-Archduke Ferd1nand
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Dustbunny Durrr
ReD or DeaD
240
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Posted - 2014.07.17 23:23:00 -
[31] - Quote
Gavr1lo Pr1nc1p wrote:7-10 seconds is still way too much of spray and pray lol800DPS even if "its an HMG".
This will change nothing.
Please consider a heftier penalty.
The only thing affected by this would be that instead of being able to kill 7 people in 10 seconds, you can only kill 5.
It's being changed from 7.15-8.425 to 6.25-6.95. In other words, the proto HMG will in charlie overheat sooner than the regular one does now. Stated another way, 648-1168 DPS less damage is done prior to overheat..
I like the way CCP is gradually changing weapons/suits atm. It prevents something from becoming "overnerfed" (see flaylock pistol, it went from godlike to utterly useless). When coupled with frequent hotfixes, it gives them the option to nerf further if their data shows something is still overpowered, without the playerbase blowback of overnerfing. (See loss aversion. It is an economic concept but it works for nerfing/buffing weapons in our favorite shooter as well). |
IgniteableAura
Pro Hic Immortalis
1398
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Posted - 2014.07.18 00:22:00 -
[32] - Quote
CCP Logibro wrote:
We concerned that it might be a little too powerful, so we would especially like to get your feedback on this change.
As always, changes are not final, and we would love to hear your feedback.
Reducing range can really help with the OP factor of the burst imo. I didn't see any ranges, but perhaps it needs bit of a range reduction. So burst is built for CQC, similar to shotgun in HMG style.
I've only ever overheated the regular HMG once, and that was when I was trying to kill an LAV with an entire clip. So I am looking forward to the new OH changes.
My Youtube
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Baal Omniscient
Onslaught Inc RISE of LEGION
1960
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Posted - 2014.07.18 00:44:00 -
[33] - Quote
I like the heat build up changes, I've been supporting this since the last HMG buff. I do hope that we can revisit this soon however after we see whether this is too much or not enough. Just because a few less people run it because they are just that bad doesn't mean it's heat build up is high enough.
I'm not sure a 2 increase will be high enough, but until I see it in action I have no way of knowing. I am very interested in seeing these changes on the field.
When we do visit the topic of the AHMG can we also have a discussion around the overheat to see how everyone feels about where it stands?
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Broonfondle Majikthies
Dogs of War Gaming
1213
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Posted - 2014.07.18 03:31:00 -
[34] - Quote
I can't help thinking how much more useless the operation skill would be with these changes.
What would everyone's thoughts be to changing it back to heat management?
I can only speak personally but I never understood the support the change got in the first place. The kick was always manageable if you know how to compensate.
Edit - Also what about letting the Assault variant being the one with better sustainability? let it have less kick and heat buildup to help it in ranged combat and give it a little extra flavour. I may be biased cus it does happen to be my favourite.
"The air smells damp and oppressive, like a wet nun"
"Why am I talking to a lightbulb? Illuminate me"
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Vicious Minotaur
1094
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Posted - 2014.07.18 04:03:00 -
[35] - Quote
I'm fine with the normal variant changes. Much needed. Can't even form an opinion on burst variant change without trying it out first. Anyway, this change may put the normal and burst variants in a good place, but the assault HMG needs love, as has been noted.
And all things considered, this change will do little to address the problems that people have with the Sentinels in and of themselves... but that is a thread for another time. One step at a time.
I am a minotaur.
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Senator Snipe
Kirkinen Risk Control Caldari State
175
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Posted - 2014.07.18 04:06:00 -
[36] - Quote
O.o i had no idea the assault hmg had more range than all the variants. I will give it a try.
My forge skills are unmatchable.
It's not that i lose battles, its just that sometimes i don't feel like winning them.
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castba
Merc-0107
514
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Posted - 2014.07.18 04:25:00 -
[37] - Quote
I am actually a little concerned that it will decrease the effectiveness against heavies using the standard variant. I get the dps maths, but can't help but see it as a flanking-only style weapon with these changes.
As the "all or nothing" aspect will be more pronounced since overheat will be considerably increased, I would like to see a slight increase to ROF - shortening the duration of the actual burst slightly... If the engine/server etc can handle it. |
Bormir1r
Fatal Absolution General Tso's Alliance
537
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Posted - 2014.07.18 05:02:00 -
[38] - Quote
CCP Logibro wrote:Hey guys So with Hotfix Charlie we'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. We concerned that it might be a little too powerful, so we 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 we would love to hear your feedback.
This is how HMGs are supposed to be. Thank you CCP.
"One does not simply" run like a Raptor. Only mk.0 Scouts do ... wait... I'm still outclassed by Gal scouts.
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Bormir1r
Fatal Absolution General Tso's Alliance
537
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Posted - 2014.07.18 05:03:00 -
[39] - Quote
Adipem Nothi wrote:Future Expectations
Community: Heavies are too numerous and HMGs too effective; ambush has degraded to "follow the heavy"
Heavies [in their very best pilot voice]: Nuh uh; everything is fine. QQ, GOML, get gud, teamwork, etc
Edit: Fine by me to start with Heat, but I suspect more will be required in Delta.
They did remove range....it may be possible more is required but I think this may be it...
"One does not simply" run like a Raptor. Only mk.0 Scouts do ... wait... I'm still outclassed by Gal scouts.
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Bormir1r
Fatal Absolution General Tso's Alliance
537
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Posted - 2014.07.18 05:08:00 -
[40] - Quote
I do have one question though; when the HMG overheats, how long will it not be able to fire?
"One does not simply" run like a Raptor. Only mk.0 Scouts do ... wait... I'm still outclassed by Gal scouts.
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Cat Merc
Onslaught Inc RISE of LEGION
11100
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Posted - 2014.07.18 07:39:00 -
[41] - Quote
I would add an extra 1 or 2 heat/sec to the normal HMG and keep the Assault HMG exactly as it is now, without any heat changes.
Feline overlord of all humans - CAT MERC
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
322
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Posted - 2014.07.18 07:55:00 -
[42] - Quote
oh my god i wonder how the burst will perform... it already sounds delicious
rattati <3
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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broonfondle majikthies
Dogs of War Gaming
1215
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Posted - 2014.07.18 09:05:00 -
[43] - Quote
Bormir1r wrote:I do have one question though; when the HMG overheats, how long will it not be able to fire? 10 seconds
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Arcturis Vanguard
Escrow Removal and Acquisition Dark Taboo
188
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Posted - 2014.07.18 14:29:00 -
[44] - Quote
Proposed changed seem legit, Maybe even too light without field testing first. I'd rather have baby steps in the right direction then a leap in the wrong...
I'm very interested in the burst New performance and slightly concerned at the same time. This will have to be field tested extensively as a lot is being changed at one time.
Keep up the positive changes CCP!
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
425
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Posted - 2014.07.18 16:13:00 -
[45] - Quote
facepalm next weak OP Hewy vs Scouts. Place your bets
DUALSHOCK 4 -¢-â-ç-ê-¦ -+-¦ -¦-ï-¦-¦-¦-é )
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Dustbunny Durrr
ReD or DeaD
242
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Posted - 2014.07.18 17:48:00 -
[46] - Quote
Broonfondle Majikthies wrote:Bormir1r wrote:I do have one question though; when the HMG overheats, how long will it not be able to fire? 10 seconds
I thought it was 8? But either way, if you overheat, high probability that you're gonna die. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
330
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Posted - 2014.07.18 22:34:00 -
[47] - Quote
I'm not amazed with how you're succumbing to the QQ about heavies but...
I think you handled it well. If this doesn't silence the QQ nothing will.
PLEASE do not touch turn speed and damage.
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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xXcythe
Inner.Hell
20
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Posted - 2014.07.19 16:01:00 -
[48] - Quote
Wats the chance of lowering the reticle position to more accurately match the physical position of the hmg???
CCP ain't solely responisble for killing Dust....the assholes who exploit the mechanics of the game did their part also.
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IAmDuncanIdaho II
R 0 N 1 N
618
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Posted - 2014.07.20 11:26:00 -
[49] - Quote
Leeroy Gannarsein wrote:I quite like this.
I'm not sure what the burst changes will entail, but I think his is a pretty good place for the HMG.
I also think the scouts need to be a little less bitter that they're no longer the primary assault suit, but I digress.
You meant the faux FotM scouts I believe : https://forums.dust514.com/default.aspx?g=posts&m=2269309#post2269309
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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Racro 01 Arifistan
501st Knights of Leanbox
393
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Posted - 2014.07.20 13:32:00 -
[50] - Quote
yay.my plasma rifles now out rnage hmgs. by 0.5m. for both optimal and effective.
Elite Gallenten Soldier
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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 -
[51] - 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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Aeon Amadi
Edimmu Warfighters Gallente Federation
6365
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Posted - 2014.07.20 14:44:00 -
[52] - Quote
CCP Logibro wrote: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.
But who has the better DPS at 40m, is the question
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Temias Mercurial
Knights Of Ender RISE of LEGION
125
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Posted - 2014.07.20 15:38:00 -
[53] - Quote
Leeroy Gannarsein wrote:I quite like this.
I'm not sure what the burst changes will entail, but I think his is a pretty good place for the HMG.
I also think the scouts need to be a little less bitter that they're no longer the primary assault suit, but I digress.
Where did the discussion of scouts come from? Scouts are the onlookers, intel providers, and assassins. Heavies are breach and clear, leaving a trail of bodies in their wake... as they should do. It's almost as if you're implying that heavies are not used...
Also, as a scout myself, the only thing I'm bitter about is that you're making arrogant assumptions...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Rusty Shallows
Caldari State
1893
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Posted - 2014.07.20 22:33:00 -
[54] - Quote
Velociraptor antirrhopus wrote:I'm not amazed with how you're succumbing to the QQ about heavies but...
I think you handled it well. If this doesn't silence the QQ nothing will.
PLEASE do not touch turn speed and damage. These changes don't feel like a nerf, at least on paper. More a refinement inside the family of HMGs. The relevancy of heat management has been a tricky topic with changes to the base skill and ROF.
I'd say try them out the Charlie when they come out and determine for yourself if it is a nerf or fine-tuning.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4491
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Posted - 2014.07.21 00:28:00 -
[55] - Quote
CCP Logibro wrote: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.
Significantly lower damage, greatly increase accuracy and zoom potential, GREATLY increase ammunition, make it almost impossible to overheat. Give it a different name classification and use the weapon for long range extended suppression fire and anti-vehicle damage. |
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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 -
[56] - 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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