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Thread Statistics | Show CCP posts - 2 post(s) |
zzZaXxx
Vengeance Unbound
527
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Posted - 2014.09.21 05:58:00 -
[1] - Quote
Quote:Assault HMG buffed, burst HMG needs a slight tune down
That's from Hotfix Delta Narrative thread. The burst is getting its changes but I haven't heard a peep about the assault HMG. I've been wanting it to not suck for a long time and was really excited that it's getting buffed but there hasn't been any discussion. Is it being delayed to Echo? |
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CCP Rattati
C C P C C P Alliance
7667
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Posted - 2014.09.21 11:58:00 -
[2] - Quote
We need to know how the burst hmg nerf works out, so we have two "proper" hmg's to compare to the assault.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Joel II X
Molon Labe. General Tso's Alliance
3541
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Posted - 2014.09.21 12:03:00 -
[3] - Quote
I've been using it recently and can confirm it is far worse than a Duvolle Assault Rifle in terms of battle efficiency.
It's crap. I get melt by anything and everything except scouts when they're in a decent range, otherwise they get by due to the dispersion and lack of damage per bullet. |
zzZaXxx
Vengeance Unbound
540
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Posted - 2014.09.21 12:33:00 -
[4] - Quote
CCP Rattati wrote:We need to know how the burst hmg nerf works out, so we have two "proper" hmg's to compare to the assault. Ok thanks. Just a liiiiitle bit longer!! |
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CCP Rattati
C C P C C P Alliance
7670
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Posted - 2014.09.21 13:43:00 -
[5] - Quote
Joel II X wrote:I've been using it recently and can confirm it is far worse than a Duvolle Assault Rifle in terms of battle efficiency.
It's crap. I get melt by anything and everything except scouts when they're in a decent range, otherwise they get by due to the dispersion and lack of damage per bullet.
Yes, we know it's UP, but it's in a weird place
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4889
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Posted - 2014.09.21 13:55:00 -
[6] - Quote
WTB long range HMG with stagger effect.
So my heavy suit has something to do on manus peak that doesn't involve a forge gun. |
Fox Gaden
Immortal Guides
4292
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Posted - 2014.09.21 14:35:00 -
[7] - Quote
It would be nice to have an HMG that would be more effective on open maps such as Manis Peak Domination.
I used to use the Assault HMG in Line Harvest and sometimes in Manis Peak, or Ashland if I wanted to shoot from the Crows Nest or on top of the pipes. In certain situations it was useful, but it was lacking close up and did not have the range of the Rail or Scrambler rifles. Basically it is at its best when firing from the roof of a two story building, as long as your targets are not too far away.
On Manis Peak it often did not have enough range to make it worth it. The open areas are too wide to shoot across. Better to use a higher damage HMG and stick to the areas that had cover.
I donGÇÖt think the Assault HMG needs as radical a change as the Burst HMG got. I think it just needs some tweaking. Maybe more range and less dispersion, rather than more damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Draden Brohiem
D3ATH CARD
8
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Posted - 2014.09.21 15:40:00 -
[8] - Quote
The assault variant is not the dmg titan that the boundless or the six kin is, but it has it's uses. With a caldari sentinel I run the MO-4(MOFO) for range. Paired with a great amount of shields and shield regen mods it's a good combo. However, it's almost strictly defensive. I won't be taking on other heavies at close range indoor fighting, but I can beat them across open areas from point to point.
The Caldari sentinel is faster and the assault hmg will simply chew away at the opposing heavies and surprise any assault or scout without warning. It could indeed stand a point or two more in dmg, but it's not completely useless.
The burst didn't truly need a buff as it was a specialist weapon. It was good at taking on groups of scouts quickly without spending a bunch of time spraying for a week at one scout. What I do like about it now is the way the rounds connect. Before if one round missed they all missed?! It's definitely OP right now with the rate of fire though. Bring it down to 5,250 rpm or around that range, and it may workout right. It's ROF before was simply to slow, and the rounds would just all miss if you didn't hit the target head on. |
Fox Gaden
Immortal Guides
4294
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Posted - 2014.09.21 19:07:00 -
[9] - Quote
Draden Brohiem wrote:The burst didn't truly need a buff as it was a specialist weapon. It was good at taking on groups of scouts quickly without spending a bunch of time spraying for a week at one scout. What I do like about it now is the way the rounds connect. Before if one round missed they all missed?! It's definitely OP right now with the rate of fire though. Bring it down to 5,250 rpm or around that range, and it may workout right. It's ROF before was simply to slow, and the rounds would just all miss if you didn't hit the target head on. Rate of fire is a balancing feature of the Burst and it is right where it should be now. If you decreased the rate of fire, you would not run out of ammo as quickly, and ammo management is one of the things that makes the Burst HMG interesting and challenging.
Put another way, lowering the rate of fire would be a BUFF that the Burst HMG does not need.
I think the 10% damage nerf should put it closer to where it needs to be.
It is fun and challenging right now. Make it any more challenging and only the top 1% of players would be skilled enough to use it. Any less challenging and it would be less fun. It is OP because it does a little too much damage, so I say, just reduce the damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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postapo wastelander
Wasteland Desert Rangers
65
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Posted - 2014.09.21 20:09:00 -
[10] - Quote
Fox Gaden wrote:Draden Brohiem wrote:The burst didn't truly need a buff as it was a specialist weapon. It was good at taking on groups of scouts quickly without spending a bunch of time spraying for a week at one scout. What I do like about it now is the way the rounds connect. Before if one round missed they all missed?! It's definitely OP right now with the rate of fire though. Bring it down to 5,250 rpm or around that range, and it may workout right. It's ROF before was simply to slow, and the rounds would just all miss if you didn't hit the target head on. Rate of fire is a balancing feature of the Burst and it is right where it should be now. If you decreased the rate of fire, you would not run out of ammo as quickly, and ammo management is one of the things that makes the Burst HMG interesting and challenging. Put another way, lowering the rate of fire would be a BUFF that the Burst HMG does not need. I think the 10% damage nerf should put it closer to where it needs to be. It is fun and challenging right now. Make it any more challenging and only the top 1% of players would be skilled enough to use it. Any less challenging and it would be less fun. It is OP because it does a little too much damage, so I say, just reduce the damage.
Im not a heavy boyo, but what about bigger delay between burts instead of RoF or Dam tweaks?!
"The human being was not chosen to be a god..the god himself should become a human being."
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Foehammerr
OSG Planetary Operations Covert Intervention
54
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Posted - 2014.09.21 21:05:00 -
[11] - Quote
postapo wastelander wrote:
Im not a heavy boyo, but what about bigger delay between burts instead of RoF or Dam tweaks?!
+1.
I support this idea. Increasing the time before refire would make users have to think about engaging and actually aim because as it stands being on the receiving end I can tell there isn't a discernable difference between the burst and the standard HMG other than the fact that the Burst deals way more damage. The increased delay would allow for some evasion and let something other than another sentinel with a but be able to take one on.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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postapo wastelander
Wasteland Desert Rangers
66
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Posted - 2014.09.21 21:29:00 -
[12] - Quote
Foehammerr wrote:postapo wastelander wrote:
Im not a heavy boyo, but what about bigger delay between burts instead of RoF or Dam tweaks?!
+1. I support this idea. Increasing the time before refire would make users have to think about engaging and actually aim because as it stands being on the receiving end I can tell there isn't a discernable difference between the burst and the standard HMG other than the fact that the Burst deals way more damage. The increased delay would allow for some evasion and let something other than another sentinel with a burst be able to take one on.
I mean like there is still too much of tweaking about damage, but sole purpose of burts weaponary is direct burst. And i see there is a great possibilities, hell even after imagine how burst HMG will be more tactical choice than that engine of death, what is that sadly now
"The human being was not chosen to be a god..the god himself should become a human being."
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