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CCP Logibro
C C P C C P Alliance
9302
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Posted - 2014.09.10 19:40:00 -
[1] - Quote
Hey guys
So with Hotfix Charlie, we made some substantial changes to the Burst HMG. The changes made the weapon perform much better than in the past, becoming an effective option against single targets. However, it became just a bit too effective overall, squeezing out the regular HMG and many other weapons. So it's time to bring them back a bit (but not so much that they go back into obscurity).
First off we're reducing the damage per round by 10%.
Next is the more complex bit. We're decreasing the fire interval from 0.01 to 0.005. However, at the same time we're increasing the burst interval from 0.225 to 0.45. This change means that the effective rate of fire (that is, the rate of fire including the burst delay) does not increase. {(45*0.01 + 0.225)/45 =0.015 and (45*0.005 + 0.45)/45 = 0.015}. What this just means is that when you pull the trigger, you have less chance to spray and partially hit a target. It also means any opponents have a longer window between bursts to attack back (though it's still pretty short).
I am open to going the other direction and making the burst delay shorter and the fire interval smaller, and would like to hear your experience in the matter. But keep in mind that the effective fire rate should still remain higher than the standard HMG, and any decrease in effective fire rate means that damage per round would be increasing to keep with the new DPS level.
Heat per second is also increasing to 96/91.2/86.4. Now while this might seem completely excessive, remember that heat is only generated while firing, and not during the burst delay window. The actual result of this change means that you now overheat about 40 rounds earlier. Note that heat per second will also change if the fire interval changes, so as to make sure that the firing time before overheating now sits at about 3.5 seconds for the Six Kin Burst HMG (down from 4.1)
As always, I am looking for your feedback, especially in this instance. Many of you have had a fairly decent amount of hands on experience with this weapon since Charlie, and I would love to hear your thoughts.
As always, everything is up for changing, so if you have other thoughts on how to balance the Burst HMG feel free to share them.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2710
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Posted - 2014.09.10 19:46:00 -
[2] - Quote
Will test before commenting. I'm not seeing anything that'll make the weapon subpar. Just less instablap. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
260
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Posted - 2014.09.10 19:46:00 -
[3] - Quote
Good. |
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CCP Logibro
C C P C C P Alliance
9302
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Posted - 2014.09.10 19:52:00 -
[4] - Quote
Breakin Stuff wrote:Will test before commenting. I'm not seeing anything that'll make the weapon subpar. Just less instablap.
I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
On the other hand, with this change the actual damage per burst is going down so there might be some people that should just survive that didn't before.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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One Eyed King
Land of the BIind
3984
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Posted - 2014.09.10 20:01:00 -
[5] - Quote
CCP Logibro wrote:Breakin Stuff wrote:Will test before commenting. I'm not seeing anything that'll make the weapon subpar. Just less instablap. I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now. On the other hand, with this change the actual damage per burst is going down so there might be some people that should just survive that didn't before. I would think that the advantage of the burst SHOULD be that fewer people are able to dodge a well placed attack, and that they can't just spray and pray.
It seems like it should be a hit or miss weapon, with the burst interval sufficient to make that its weakness. I think it needs the testing, and an increase in burst interval in later patches if it still seems too effective.
You can always tell a Millford Minja
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Arkena Wyrnspire
Fatal Absolution
17626
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Posted - 2014.09.10 20:04:00 -
[6] - Quote
CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end.
Also, you tend to be dead.
I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target.
I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon.
Flying to new horizons.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1721
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Posted - 2014.09.10 20:13:00 -
[7] - Quote
I would simply increase dispersion. I assume it's meant to be the close range high DPS slaughterer, so increasing dispersion mens less bullets will hit a target at a known distance than now, meaning bursts must be closer to have the same applied DPS they have currently.
Shoot Scout with yes.
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Ripley Riley
Incorruptibles
2982
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Posted - 2014.09.10 20:31:00 -
[8] - Quote
CCP Logibro wrote:I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
I primarily run Amarr and Caldari assault dropsuits with appropriate tanks for their race... a burst HMG is almost an instantaneous death. Unless I just happen to be sprinting while the sentinel is finishing a burst and I have full shield/armor HP... I will always die.
He imposes order on the chaos of organic evolution...
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S-PANZA
Expert Intervention Caldari State
67
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Posted - 2014.09.10 21:01:00 -
[9] - Quote
It overheats pretty easy as is...if faced with more than 1 attacker it would be guaranteed to overheat if were to be increased. |
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CCP Logibro
C C P C C P Alliance
9304
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Posted - 2014.09.10 22:18:00 -
[10] - Quote
Arkena Wyrnspire wrote:CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end. Also, you tend to be dead. I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target. I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon.
No actually, it does not. The ROF increase just compresses the burst into a shorter timeframe that was already previously very short, but overall each burst now will actually do less damage due to the decrease in damage per round.
Alena Ventrallis wrote:I would simply increase dispersion. I assume it's meant to be the close range high DPS slaughterer, so increasing dispersion mens less bullets will hit a target at a known distance than now, meaning bursts must be closer to have the same applied DPS they have currently.
Due to the fact that's it's a HMG dispersion actually decreases the more you fire the weapon. I could look at lowering the rate that the dispersion drops and increase the maximum starting dispersion however, but I want to see how just tweaking the damage numbers plays out first. I am open to arguments though.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Vell0cet
Vengeance Unbound Dark Taboo
2246
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Posted - 2014.09.10 22:56:00 -
[11] - Quote
I think a range nerf is also reasonable to consider. Maybe optimal out to 15m and falloff to 25. Beyond that you'd do very little damage. This would make the burst HMG kind of like a shotgun on steroids. Just a thought. It may be a bad idea.
Best PvE idea ever!
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Spankdamonke
Dapper Gentlemen Corporation
9
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Posted - 2014.09.10 23:02:00 -
[12] - Quote
12,000rpm??
I would say keep the 10% damage per round reduction, and reduce optimal to 22-25m. Then it can stay as a heavy-buster for objectives, without mowing everything down in the open with such extreme ease. Not sure how I feel about the interval changes until I can get some hands on testing... |
CommanderBolt
Osmon Surveillance Caldari State
1519
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Posted - 2014.09.10 23:31:00 -
[13] - Quote
While I am by no means an avid user of the HMG I do feel your approach is along the right sort of track here. Honestly happy that we can actually look at balance objectively now and things are changing for the better :)
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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The dark cloud
The Rainbow Effect
4077
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Posted - 2014.09.11 01:01:00 -
[14] - Quote
Oh gez wis so the rate of fire that each burst has goes from 6000 to 12000? Yeah right so a burst from the HMG will feel like a burst from the combat rifle. Except that you fired much more bullets. So im going to die much quicker before i realised what the hell happend.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Vitharr Foebane
Terminal Courtesy Proficiency V.
1925
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Posted - 2014.09.11 02:22:00 -
[15] - Quote
Looking forward to testing this new incarnation out
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1721
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Posted - 2014.09.11 02:37:00 -
[16] - Quote
CCP Logibro wrote:Arkena Wyrnspire wrote:CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end. Also, you tend to be dead. I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target. I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon. No actually, it does not. The ROF increase just compresses the burst into a shorter timeframe that was already previously very short, but overall each burst now will actually do less damage due to the decrease in damage per round. In some cases this will result in more rounds hitting the target than would otherwise, but for the most part it's already so fast that it makes no difference, and the reduction of damage per burst makes more a difference in most situations. Alena Ventrallis wrote:I would simply increase dispersion. I assume it's meant to be the close range high DPS slaughterer, so increasing dispersion mens less bullets will hit a target at a known distance than now, meaning bursts must be closer to have the same applied DPS they have currently. Due to the fact that's it's a HMG dispersion actually decreases the more you fire the weapon. I could look at lowering the rate that the dispersion drops and increase the maximum starting dispersion however, but I want to see how just tweaking the damage numbers plays out first. I am open to arguments though. That's what I'm getting at. HMG DPS comes from volume of fire. Its not so much that each bullet hits hard, but that there are so many bullets hitting you all at once. Reducing damage hurts it even where it should shine. A reduction of optimal range means the distance between lethal death and slight tickle is a few meters. Dispersion means the closer you are, the more of your bullets hit directly in line with how it is meant to be played, as again the weapon doesn't kill from hard accurate hits (like the rifles) but instead fills the area with a huge volume of comparatively weaker shots, and the closer you are, the .ore of them hit, thus increasing your DPS. On paper, the burst should have the highest DPS, but the worst application of that paper DPS at range, achieved through dispersion.
Similarly, and opposite, the assault HMG should have the lowest paper DPS of the HMGs, but be able to apply that DPS more accurately over longer distances. At range, the assault wins against the burst, because even though it has lower paper DPS, the assaults DPS is reaching the target more effectively and reliably than the burst is.
Shoot Scout with yes.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2712
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Posted - 2014.09.11 05:59:00 -
[17] - Quote
Actually I have had people slip through HMGs in burst and in full rock 'n roll more or less unscathed with maybe a scratch. I'm thinking that is unintended behavior. If you dance through an HMG reticle while he's throwing rounds downrange you should feel it.
Scout suits are particularly obnoxious about this. But I feel your concerns.
The thing that worries me is the yet faster overheat. The burst is rather obnoxious with the heat buildup and despite what people dream it is easy to miss a shot or at best get a glancing hit.
Six bursts at level 5 HMG skill is an incredibly short window of opportunity to get results. Once they gun locks up you're dead. I think heating it up yet faster will make the gun less attractive for squad play and cater more to LAV hunters that most people hate.
Upping the overheat will make sentinel suits more vulnerable to scouts. Let's face it, in the current meta scout vs. Heavy is kinda like putting a fat diabetic on the front lines fighting US or Royal Marines. Especially since the damage output of their primary weapon (HMGs in general) seem to have poor damage application to them. I have had scouts I was shooting in the back at 10-15 meters after two full seconds of sustained fire from an MH-82, boundless, or Six-kin.
Do you have any recommendations for capture software/adapters I can use to catch the phenomenon and link it? It's not a problem with the assaults, logis or other heavies. This is why I worry about overheating the guns faster. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2712
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Posted - 2014.09.11 06:05:00 -
[18] - Quote
Actually I agree with the guy before my last post. Rang reduction on the burst would make sense. It's a good danger-stupid range shotgun heavy weapon but it deeply outperforms other HMGs at their best ranges. This is the main problem with the gun IMHO. I would keep the effective and reduce the damage in effective but shorten the optimal
Another thought would be to reduce the range of the burst a bit and not have the dispersion tighten at all. Payment for volume of fire in inaccuracy makes perfect sense to me.
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Spankdamonke
Dapper Gentlemen Corporation
10
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Posted - 2014.09.11 06:09:00 -
[19] - Quote
I also have concerns that the proposed rate of fire will simply be too much for the game's hit detection to keep up with. And thus to properly apply damage with consistency. Maybe something in the .0075 fire interval range? Alena's dispersion suggestion would pair nicely with that
It seems that you are pretty uneasy with your own proposed changes ....did you have a different method in mind than any of those that others have outlined so far? |
Arkena Wyrnspire
Fatal Absolution
17656
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Posted - 2014.09.11 06:15:00 -
[20] - Quote
CCP Logibro wrote:Arkena Wyrnspire wrote:CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end. Also, you tend to be dead. I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target. I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon. No actually, it does not. The ROF increase just compresses the burst into a shorter timeframe that was already previously very short, but overall each burst now will actually do less damage due to the decrease in damage per round. In some cases this will result in more rounds hitting the target than would otherwise, but for the most part it's already so fast that it makes no difference, and the reduction of damage per burst makes more a difference in most situations.
Sure, you're getting slightly less damage per burst (still looking at something like 550-600, off the top of my head) but that burst is being delivered twice as fast. If the burst HMG user can aim properly, this gives even less time before someone gets instasplatted if they're not stacking HP or are another heavy. Even if it takes more bursts it's an advantage to have a higher alpha mix because shoving all your damage up front works really well.
The burst time drops from almost half a second to just under a quarter of a second. Twice as fast, that's really significant. Even with the doubled burst fire interval that's an advantage. Here's why:
Assume a target takes two bursts to kill. If it only takes one the new burst HMG is at a massive advantage but let's ignore that for now.
Old burst HMG: First burst (0.45s) --> Burst interval (0.45+0.225=0.675) --> Second burst (0.675 + 0.36(this is 0.45*0.8 to account for damage advantage) leading to a TTK of 1.035 seconds.
New burst HMG: First burst (0.225s) --> Burst interval (0.225+0.45=0.675) --> Second burst (0.675+0.225 = 0.9s) leading to a TTK of 0.9 seconds.
That advantage is true for almost all types of target. You're getting slightly more of an advantage over the old burst HMG. I see this as undesirable considering the current burst HMG is already massively powerful. Even with the damage reduction the TTK of the weapon actually decreases. That example was for multi-burst targets as well. For lighter targets which only take one burst, it's going from lightning fast kill to instakill and helping the burst HMG even more.
Flying to new horizons.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2712
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Posted - 2014.09.11 06:44:00 -
[21] - Quote
Light targets tend to survive all HMGs more readily. Assaults should be your comparison.
In my experience with the advanced birst unless a scout holds still (I chalk these up to the player having a petit mal seizure unless they are hacking) it takes three bursts to kill them over the assault 2 for some reason.
I have seen calscouts strafe and pass completely through a boundless reticle at full speed (lowest dispersion) and take 10% to shields.. I've seen scouts hosed in the back longer than it takes to kill tanked assaults live through the barrage.
I want to know what recording devices I can use to show this. |
George Moros
RestlessSpirits
416
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Posted - 2014.09.11 09:09:00 -
[22] - Quote
CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
On the other hand, with this change the actual damage per burst is going down so there might be some people that should just survive that didn't before.
I share your concerns too. With this change, BHMG will fire 45 rounds in 225 milliseconds. This will make BHMG a shotgun on steroids. Longer range, harder hitting breach shotgun.
Pulvereus ergo queritor.
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1804
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Posted - 2014.09.11 09:26:00 -
[23] - Quote
CCP Logibro wrote:Hey guys
So with Hotfix Charlie, we made some substantial changes to the Burst HMG. The changes made the weapon perform much better than in the past, becoming an effective option against single targets. However, it became just a bit too effective overall, squeezing out the regular HMG and many other weapons. So it's time to bring them back a bit (but not so much that they go back into obscurity).
First off we're reducing the damage per round by 10%.
Next is the more complex bit. We're decreasing the fire interval from 0.01 to 0.005. However, at the same time we're increasing the burst interval from 0.225 to 0.45. This change means that the effective rate of fire (that is, the rate of fire including the burst delay) does not increase. {(45*0.01 + 0.225)/45 =0.015 and (45*0.005 + 0.45)/45 = 0.015}. What this just means is that when you pull the trigger, you have less chance to spray and partially hit a target. It also means any opponents have a longer window between bursts to attack back (though it's still pretty short).
I am open to going the other direction and making the burst delay shorter and the fire interval higher, and would like to hear your experience in the matter. But keep in mind that the effective fire rate should still remain higher than the standard HMG, and any decrease in effective fire rate means that damage per round would be increasing to keep with the new DPS level.
Heat per second is also increasing to 96/91.2/86.4. Now while this might seem completely excessive, remember that heat is only generated while firing, and not during the burst delay window. The actual result of this change means that you now overheat about 40 rounds (or just under a single burst) earlier. Note that heat per second will also change if the fire interval changes, so as to make sure that the firing time before overheating now sits at about 3.5 seconds for the Six Kin Burst HMG (down from 4.1)
As always, I am looking for your feedback, especially in this instance. Many of you have had a fairly decent amount of hands on experience with this weapon since Charlie, and I would love to hear your thoughts.
As always, everything is up for changing, so if you have other thoughts on how to balance the Burst HMG feel free to share them. This is a totally weapon-breaking triple nerf (damage, burst RoF, heat build up). It is far heavier than the buff (actually one buff and one nerf) that brought the weapon into wide usage. Such a change would be guaranteed to put the BHMG back on the 'obscure weapon' list, and then some.
To expand a little, it's important to bear in mind that the nerfs interact with and exaggerate one another. Increasing the burst duration by 100% (and therefore reducing the RoF DURING the burst by 50%) would by itself make the weapon pretty feeble. It means that an enemy in the line of fire can easily move out the way before the burst completes, so they only receive half of the burst's damage where they would receive all of it previously. Add that to the damage decrease, and you will be taking far more bursts to down an enemy. And of course, due to the heat increase, the one thing you will now need lots of (bursts) will be in shorter supply. It is such a massive drop in overall efficiency, probably 30-50%, that no weapon could survive it. |
Meee One
Hello Kitty Logistics
1128
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Posted - 2014.09.11 09:30:00 -
[24] - Quote
They need to be adjusted so repping isn't rendered 100% useless.
They are chosen because you can't out rep damage,at all,so it's a guaranteed kill.
Even basic HMGs don't render reps 100% useless. Which is why people are moving away from them.
And yes as they are,even with my low eHP i can usually dodge some bullets preventing my own death. A faster rate of damage application would guarantee my death every time.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2713
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Posted - 2014.09.11 10:11:00 -
[25] - Quote
Actually having the burst able to break a logi rep chain is a good thing. It adds a counter that is not, in fact, dependent upon ganking the logi or spamming AoE fire.
And even the base HMG has about 400 more DPS than two logis can keep up with using proto rep tools. Its just harder. |
CommanderBolt
Osmon Surveillance Caldari State
1525
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Posted - 2014.09.11 10:57:00 -
[26] - Quote
Arkena Wyrnspire wrote:CCP Logibro wrote:Arkena Wyrnspire wrote:CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end. Also, you tend to be dead. I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target. I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon. No actually, it does not. The ROF increase just compresses the burst into a shorter timeframe that was already previously very short, but overall each burst now will actually do less damage due to the decrease in damage per round. In some cases this will result in more rounds hitting the target than would otherwise, but for the most part it's already so fast that it makes no difference, and the reduction of damage per burst makes more a difference in most situations. Sure, you're getting slightly less damage per burst (still looking at something like 550-600, off the top of my head) but that burst is being delivered twice as fast. If the burst HMG user can aim properly, this gives even less time before someone gets instasplatted if they're not stacking HP or are another heavy. Even if it takes more bursts it's an advantage to have a higher alpha mix because shoving all your damage up front works really well. The burst time drops from almost half a second to just under a quarter of a second. Twice as fast, that's really significant. Even with the doubled burst fire interval that's an advantage. Here's why: Assume a target takes two bursts to kill. If it only takes one the new burst HMG is at a massive advantage but let's ignore that for now. Old burst HMG: First burst (0.45s) --> Burst interval (0.45+0.225=0.675) --> Second burst (0.675 + 0.36(this is 0.45*0.8 to account for damage advantage) leading to a TTK of 1.035 seconds. New burst HMG: First burst (0.225s) --> Burst interval (0.225+0.45=0.675) --> Second burst (0.675+0.225 = 0.9s) leading to a TTK of 0.9 seconds. That advantage is true for almost all types of target. You're getting slightly more of an advantage over the old burst HMG. I see this as undesirable considering the current burst HMG is already massively powerful. Even with the damage reduction the TTK of the weapon actually decreases. That example was for multi-burst targets as well. For lighter targets which only take one burst, it's going from lightning fast kill to instakill and helping the burst HMG even more.
Wait, if your math is correct (and for this I will assume it is) then what the hell?
I thought we were meant to be reducing the power of the burst, not making it kill even faster!? lol :S :S
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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I-Shayz-I
I----------I
4811
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Posted - 2014.09.11 11:43:00 -
[27] - Quote
I currently use and have always used the Burst HMG.
The trick to being effective with it is to hit a target with as many bullets as possible before you can let them get away.
decreasing fire interval just means less time that I need to keeep my reticle on a person. This makes it MUCH harder for an enemy to escape or react. Heck, with how it is now I sometimes kill people as they run around corners because of how fast the thing fires.
The problem is that decreasing the burst delay makes the weapon fire similarly to a standard HMG...but I guess if it had increased heat buildup and the higher RoF it would at least be a different feeling weapon.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5543
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Posted - 2014.09.11 11:57:00 -
[28] - Quote
I think it's fine really.
Yeah it kills me and its annoying sometimes but it is what it is, a burst hmg.
It's damage is burst because it has overheat as well. You have to either wait for the heat to go down, draw your sidearm OR overheat and die.
I'd have a problem with it if it could maintain constant bursts but it can't, it is a burst hmg, It dishes out burst damage. It also runs out of ammo quick as well.
It's fine seriously, people just don't like it because it's working as intended and kills them when they try and rambo like 99% of players with.........
*Drum roll*
Their preferred rifle, boo hoo.
If the burst gets nerfed then you need to seriously be looking at regular hmgs as they melt very quickly, shotguns on scouts, re's, plasma cannons etc, etc.
These are all quick killing guns so if people dont like being killed by the burst, then we need to look at everything that kills quick.
My hometown beat Manchester united.
Git gud man utd.
4-0
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The dark cloud
The Rainbow Effect
4078
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Posted - 2014.09.11 11:58:00 -
[29] - Quote
I-Shayz-I wrote:I currently use and have always used the Burst HMG.
The trick to being effective with it is to hit a target with as many bullets as possible before you can let them get away.
decreasing fire interval just means less time that I need to keeep my reticle on a person. This makes it MUCH harder for an enemy to escape or react. Heck, with how it is now I sometimes kill people as they run around corners because of how fast the thing fires.
The problem is that decreasing the burst delay makes the weapon fire similarly to a standard HMG...but I guess if it had increased heat buildup and the higher RoF it would at least be a different feeling weapon. You do know that the rate of fire that each burst has will go from 6000 to 12000? Basically you are going to fire your burst rounds twice as fast. Which means you line up the target, press R1 and "PFFFT" hes dead with less then half a second. Its going to be instant death for mediums and scouts. hell its going to feel like if you fired a burst from the combat rifle.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Tech De Ra
Electronic Sports League
769
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Posted - 2014.09.11 12:13:00 -
[30] - Quote
Ryme Intrinseca wrote: It is such a massive drop in overall efficiency, probably 30-50%
except that its only a 10% nerf to dps and its also a ~20% buff to TTK to soft targets
thats not 30-50%
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
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