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Thread Statistics | Show CCP posts - 1 post(s) |
Fox Gaden
Immortal Guides
4367
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Posted - 2014.09.26 13:04:00 -
[1] - Quote
First, I have been using HMG since Patch 1.3 and I was very grateful when the HMG was finally fixed and became the formidable weapon it was meant to be, but I have been less happy with how easy it is to operate. I donGÇÖt like my weapon of choice being GÇ£Easy ModeGÇ¥. It makes it hard to get any respect as a Sentinel.
Second, I have greatly enjoyed using the Burst HMG since Charlie and having to deal with heat management. It made the Burst HMG less GÇ£EasyGÇ¥ without preventing it from being effective in skilled hands. In Delta they have made the heat buildup of the Burst HMG even more extreme, yet it is still an effective weapon in the right hands. The point is, I found dealing with heat management to be a fun challenge.
Third, I have tried the Militia HMG and only managed to overheat it once so far, in an extreme situation, but it did have enough heat buildup that I had to pay attention to it, which I found to be more fun than using the Standard HMG which despite the Charlie heat nerf, still requires very little attention to heat management.
The Standard HMG is supposed to be more of a continuous fire suppression weapon, so it canGÇÖt have heat buildup anywhere close to the Burst, but there is still room to introduce more heat management than it has now without impinging very much on its effectiveness in the hands of a skilled operator.
Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heath Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CCP Rattati
C C P C C P Alliance
8052
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Posted - 2014.09.26 14:06:00 -
[2] - Quote
I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Lonewolf Heavy
Chaotic Company
129
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Posted - 2014.09.26 14:27:00 -
[3] - Quote
Fox Gaden wrote:First, I have been using HMG since Patch 1.3 and I was very grateful when the HMG was finally fixed and became the formidable weapon it was meant to be, but I have been less happy with how easy it is to operate. I donGÇÖt like my weapon of choice being GÇ£Easy ModeGÇ¥. It makes it hard to get any respect as a Sentinel.
Second, I have greatly enjoyed using the Burst HMG since Charlie and having to deal with heat management. It made the Burst HMG less GÇ£EasyGÇ¥ without preventing it from being effective in skilled hands. In Delta they have made the heat buildup of the Burst HMG even more extreme, yet it is still an effective weapon in the right hands. The point is, I found dealing with heat management to be a fun challenge.
Third, I have tried the Militia HMG and only managed to overheat it once so far, in an extreme situation, but it did have enough heat buildup that I had to pay attention to it, which I found to be more fun than using the Standard HMG which despite the Charlie heat nerf, still requires very little attention to heat management.
The Standard HMG is supposed to be more of a continuous fire suppression weapon, so it canGÇÖt have heat buildup anywhere close to the Burst, but there is still room to introduce more heat management than it has now without impinging very much on its effectiveness in the hands of a skilled operator.
Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heath Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
I honestly love this idea, and would love to see it implemented into echo! The only downside I can see coming from this is if CCP does not find a way to give heavies a harder time fitting Light weapons, because obviously many sentinels will hate this idea because it'll reduce how much damage they can do consistently without having to stop and cause their dispersion to spread out again. So obviously they will just throw light weapons on their sentinels and once again the Hybrid Heavy trend will come back. So CCP if you do this please find a way of making it significantly harder for sentinels to fit Light weapons! I honestly get annoyed by Hybrid Sentinels because if they want to run light weapons they should have just been commandos. (I am so glad I have Commandos and Sentinels)
Blueberries are delicious and an essential part of my diet ;)
Commando/Heavy
Willing to PC for anyone for a low price
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3203
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Posted - 2014.09.26 15:04:00 -
[4] - Quote
Yeah not a fan. Mostly because if you get cornered by multiple opponents your only option as a sentinel is to fight or die. Shortening the engagement window further gives sentinels less time to deal with a threat and gives scouts who use hit detection avoidance (strafe jerk dance) an even greater advantage over sentinels in CQC. |
Fox Gaden
Immortal Guides
4369
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Posted - 2014.09.26 15:09:00 -
[5] - Quote
I donGÇÖt think that HMG Sentinels need any more fitting nerfs.
But I would be fine with another Light Weapon Sentinel fitting nerf (PC/CPU nerf with equal Heavy Weapon fitting bonus) provided the Assault HMG was given a bit more rang, or a Tactical HMG was added (Long range, no dispersion, like HMG used to be).
Currently my only objection to a Light Weapon Sentinel fitting nerf is Manus Peak Domination. HMGGÇÖs are useless in that map and I am crap with a Forge Gun. If we donGÇÖt have the option to switch to a Rail Rifle, then we need a long range HMG. Before the HMG was fixed, it had a lot more range, but was hard to use in CQC. I would like to see that setup used in a new Tactical variant of the HMG. Failing that, I would like to see the Assault HMG get a bit more range.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Dust User
KILL-EM-QUICK RISE of LEGION
707
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Posted - 2014.09.26 15:09:00 -
[6] - Quote
Lonewolf Heavy wrote:Fox Gaden wrote:First, I have been using HMG since Patch 1.3 and I was very grateful when the HMG was finally fixed and became the formidable weapon it was meant to be, but I have been less happy with how easy it is to operate. I donGÇÖt like my weapon of choice being GÇ£Easy ModeGÇ¥. It makes it hard to get any respect as a Sentinel.
Second, I have greatly enjoyed using the Burst HMG since Charlie and having to deal with heat management. It made the Burst HMG less GÇ£EasyGÇ¥ without preventing it from being effective in skilled hands. In Delta they have made the heat buildup of the Burst HMG even more extreme, yet it is still an effective weapon in the right hands. The point is, I found dealing with heat management to be a fun challenge.
Third, I have tried the Militia HMG and only managed to overheat it once so far, in an extreme situation, but it did have enough heat buildup that I had to pay attention to it, which I found to be more fun than using the Standard HMG which despite the Charlie heat nerf, still requires very little attention to heat management.
The Standard HMG is supposed to be more of a continuous fire suppression weapon, so it canGÇÖt have heat buildup anywhere close to the Burst, but there is still room to introduce more heat management than it has now without impinging very much on its effectiveness in the hands of a skilled operator.
Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heath Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14 I honestly love this idea, and would love to see it implemented into echo! The only downside I can see coming from this is if CCP does not find a way to give heavies a harder time fitting Light weapons, because obviously many sentinels will hate this idea because it'll reduce how much damage they can do consistently without having to stop and cause their dispersion to spread out again. So obviously they will just throw light weapons on their sentinels and once again the Hybrid Heavy trend will come back. So CCP if you do this please find a way of making it significantly harder for sentinels to fit Light weapons! I honestly get annoyed by Hybrid Sentinels because if they want to run light weapons they should have just been commandos. (I am so glad I have Commandos and Sentinels)
I love when I see heavy using a light weapon QQ. If they want to be worthless then I say go ahead. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3203
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Posted - 2014.09.26 15:15:00 -
[7] - Quote
Every heavy I have seen running a light weapon over the last couple weeks has been a commando.
The only exception to this is the sniper sent, and they just ate a huge nerf. |
Fox Gaden
Immortal Guides
4369
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Posted - 2014.09.26 15:20:00 -
[8] - Quote
Breakin Stuff wrote:Every heavy I have seen running a light weapon over the last couple weeks has been a commando.
The only exception to this is the sniper sent, and they just ate a huge nerf. You make a good point. It seems that the original Light Weapon Sentinel nerf may have done its job, particularly when combined with buffs to the Assault suit. LetGÇÖs park this topic until people start complaining about Light Weapon Sentinels again. It is getting away from the original topic anyway.
Also, making all the Commandos red probably helped with cases of mistaken identity, which may have contributed to the QQ on Light Weapon Heavies.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3204
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Posted - 2014.09.26 15:36:00 -
[9] - Quote
I guarantee the commando is the primary reason for the nerdrage on the topic.
If you see a light weapon on a heavy 9 out of 10 times its a rail rifle on a militia heavy.
Newbs who do not know any better. |
Bahirae Serugiusu
Vendetta Reactionary Force
144
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Posted - 2014.09.26 16:06:00 -
[10] - Quote
After putting about 2 million points into Sentinel suits and Heavy weapons I can honestly say they are to powerful and no you shouldn't be able to kill a heavy easily but its not even a fair fight to put a heavy against two of anything except a sniper or another heavy. |
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Dust User
KILL-EM-QUICK RISE of LEGION
708
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Posted - 2014.09.26 17:04:00 -
[11] - Quote
Bahirae Serugiusu wrote:After putting about 2 million points into Sentinel suits and Heavy weapons I can honestly say they are to powerful and no you shouldn't be able to kill a heavy easily but its not even a fair fight to put a heavy against two of anything except a sniper or another heavy.
Guess you've never ran into a cloaked, shotgunning, RE throwing scout. |
Cross Atu
OSG Planetary Operations Covert Intervention
2917
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Posted - 2014.09.26 17:09:00 -
[12] - Quote
Bahirae Serugiusu wrote:After putting about 2 million points into Sentinel suits and Heavy weapons I can honestly say they are to powerful and no you shouldn't be able to kill a heavy easily but its not even a fair fight to put a heavy against two of anything except a sniper or another heavy. At what range?
Scout (or even Winmatar Logi) with a shotgun in CQC, I have a roughly 40% rate of winning engagements in my STD/MLT fits vs Proto armor heavies.
Nova Knives Nuff Said
AR, CR, ScR, LR, RR, at range if you catch a Sentinel away from cover that Sentinel is dead well over half the time and poses only minimal threat to the other merc. This is true even before considering things like the racial Assault or Commando bonuses.
However if we get a fix to the movement/hit detection issues raised earlier in this thread I could stand behind the OP.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Dj grammer
New Age Empire. General Tso's Alliance
369
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Posted - 2014.09.26 17:43:00 -
[13] - Quote
Fox Gaden wrote:First, I have been using HMG since Patch 1.3 and I was very grateful when the HMG was finally fixed and became the formidable weapon it was meant to be, but I have been less happy with how easy it is to operate. I donGÇÖt like my weapon of choice being GÇ£Easy ModeGÇ¥. It makes it hard to get any respect as a Sentinel.
Second, I have greatly enjoyed using the Burst HMG since Charlie and having to deal with heat management. It made the Burst HMG less GÇ£EasyGÇ¥ without preventing it from being effective in skilled hands. In Delta they have made the heat buildup of the Burst HMG even more extreme, yet it is still an effective weapon in the right hands. The point is, I found dealing with heat management to be a fun challenge.
Third, I have tried the Militia HMG and only managed to overheat it once so far, in an extreme situation, but it did have enough heat buildup that I had to pay attention to it, which I found to be more fun than using the Standard HMG which despite the Charlie heat nerf, still requires very little attention to heat management.
The Standard HMG is supposed to be more of a continuous fire suppression weapon, so it canGÇÖt have heat buildup anywhere close to the Burst, but there is still room to introduce more heat management than it has now without impinging very much on its effectiveness in the hands of a skilled operator.
Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heat Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
signed
Darkness is a Beginning, you see, not an end.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
178
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Posted - 2014.09.26 18:42:00 -
[14] - Quote
CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. I say you nerf res 1st. Basic res kill my proto sentinel no problem so what would be the point of skilling them up. Just change the efficency on infantry so no changes to vehicle/re gameplay. I think the damage profiles should be something like this: -+basic res- 600 damage -+advanced- 900 damage -+proto-1200 |
ACT1ON BASTARD
Amarr Templars Amarr Empire
178
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Posted - 2014.09.26 18:44:00 -
[15] - Quote
I know some sentinels can reach 1400 hp, but there has to be a counter. If hes a hp tanker hed be left with 200 hp at most still easy to finish off. |
Fox Gaden
Immortal Guides
4383
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Posted - 2014.09.26 19:16:00 -
[16] - Quote
ACT1ON BASTARD wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. I say you nerf res 1st. Basic res kill my proto sentinel no problem so what would be the point of skilling them up. Just change the efficency on infantry so no changes to vehicle/re gameplay. I think the damage profiles should be something like this: -+basic res- 600 damage -+advanced- 900 damage -+proto-1200 If I know someone is using REGÇÖs I watch for them and I go wide when coming around corners. REGÇÖs are one of the main reasons I carry Flux Grenades. My point is that there is a lot you can do to counter REGÇÖs. If you see them you can avoid them.
The incentive to skilling up REGÇÖs is that you can deploy more higher level REGÇÖs at the same time, and the delay between dropping them and being able to activate them is reduced on the better REGÇÖs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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g li2
Grupo de Asalto Chacal RISE of LEGION
200
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Posted - 2014.09.26 20:38:00 -
[17] - Quote
Fox Gaden wrote:I donGÇÖt think that HMG Sentinels need any more fitting nerfs.
But I would be fine with another Light Weapon Sentinel fitting nerf (PC/CPU nerf with equal Heavy Weapon fitting bonus) provided the Assault HMG was given a bit more rang, or a Tactical HMG was added (Long range, no dispersion, like HMG used to be).
Currently my only objection to a Light Weapon Sentinel fitting nerf is Manus Peak Domination. HMGGÇÖs are useless in that map and I am crap with a Forge Gun. If we donGÇÖt have the option to switch to a Rail Rifle, then we need a long range HMG. Before the HMG was fixed, it had a lot more range, but was hard to use in CQC. I would like to see that setup used in a new Tactical variant of the HMG. Failing that, I would like to see the Assault HMG get a bit more range.
Signed
CHACALES
¡¡¡HONOR!!!
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.29 23:47:00 -
[18] - Quote
ACT1ON BASTARD wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. I say you nerf res 1st. Basic res kill my proto sentinel no problem so what would be the point of skilling them up. Just change the efficency on infantry so no changes to vehicle/re gameplay. I think the damage profiles should be something like this: -+basic res- 600 damage -+advanced- 900 damage -+proto-1200
I noticed that, at least back in Bravo, the resistance vs Explosives wasn't working with REs. Haven't been hit by one since Charlie took away my 4th low slot.
1750 (current Proto RE) - 35% (vs Shields and with max Explosive resistance) should mean that a Proto RE should only do 1138. A Minmitar Commando using a Proto RE against a Sentinel should deal 1400, meaning Gal and Amarr tanked ones should survive.
Purifier. First Class.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
128
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Posted - 2014.09.29 23:53:00 -
[19] - Quote
Fox Gaden wrote:Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heat Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
It's small enough not to break the HMG but large enough to be noticeable. Might stop the QQ'ing about Sentinels being "easy mode" or at least curb it. Why not? I'll back it.
Purifier. First Class.
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
465
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Posted - 2014.09.30 00:05:00 -
[20] - Quote
Fox Gaden wrote:First, I have been using HMG since Patch 1.3 and I was very grateful when the HMG was finally fixed and became the formidable weapon it was meant to be, but I have been less happy with how easy it is to operate. I donGÇÖt like my weapon of choice being GÇ£Easy ModeGÇ¥. It makes it hard to get any respect as a Sentinel.
Second, I have greatly enjoyed using the Burst HMG since Charlie and having to deal with heat management. It made the Burst HMG less GÇ£EasyGÇ¥ without preventing it from being effective in skilled hands. In Delta they have made the heat buildup of the Burst HMG even more extreme, yet it is still an effective weapon in the right hands. The point is, I found dealing with heat management to be a fun challenge.
Third, I have tried the Militia HMG and only managed to overheat it once so far, in an extreme situation, but it did have enough heat buildup that I had to pay attention to it, which I found to be more fun than using the Standard HMG which despite the Charlie heat nerf, still requires very little attention to heat management.
The Standard HMG is supposed to be more of a continuous fire suppression weapon, so it canGÇÖt have heat buildup anywhere close to the Burst, but there is still room to introduce more heat management than it has now without impinging very much on its effectiveness in the hands of a skilled operator.
Current Heat Buildup per Second: Militia HMG: 23.5 Standard HMG: 16 Advanced HMG: 15.2 Prototype HMG: 14.4 Officer HMG: 12.8
My Proposed Heat Buildup per Second for Echo: Militia HMG: 26 Standard HMG: 20 Advanced HMG: 18 Prototype HMG: 16 Officer HMG: 14
noooo dont nerf my shotgun |
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2389
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Posted - 2014.09.30 05:25:00 -
[21] - Quote
I cant speak to the heat aspect but thank god most heavies are slow. Its the proto ones that stack kin cats in the lows that scare me! Luckily I stack kin cats too so fat chance of catching me fatty bum bums!
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Apothecary Za'ki
Biomass Positive
1758
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Posted - 2014.11.09 22:38:00 -
[22] - Quote
CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. MLT hmg needs to share same heat as standard since it already has smaller clip
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Sequal Rise
Les Desanusseurs
269
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Posted - 2014.11.14 12:40:00 -
[23] - Quote
CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. So a pseudo CQC weapon wrecking at 50m is "near perfect"?? Seriously.. Wtf is wrong with you?
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Vitantur Nothus
Nos Nothi
209
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Posted - 2014.11.14 13:08:00 -
[24] - Quote
Sequal Rise wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. So a pseudo CQC weapon wrecking at 50m is "near perfect"?? Seriously.. Wtf is wrong with you? At 50m, HMGs only wreck low-HP units like sneaky scouts. Funny thing is, folks will tell you that this is fine, all the while complaining that the same squishy scout can kill a sentinel with an RE or 4 "quick" shotgun blasts. |
Sequal Rise
Les Desanusseurs
270
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Posted - 2014.11.14 13:37:00 -
[25] - Quote
Vitantur Nothus wrote:Sequal Rise wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. So a pseudo CQC weapon wrecking at 50m is "near perfect"?? Seriously.. Wtf is wrong with you? At 50m, HMGs only wreck low-HP units like sneaky scouts. Funny thing is, folks will tell you that this is fine, all the while complaining that the same squishy scout can kill a sentinel "too quickly" with an RE or multiple shotgun blasts. Even if they are scouts, it shouldn't deal any damage over 30m. It's optimal should be 10-15m, and max 20m. Then it should decrease A LOT dealing 10% max at 30m. It's CQC!!!!
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4993
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Posted - 2014.11.14 13:49:00 -
[26] - Quote
Sequal Rise wrote:Vitantur Nothus wrote:Sequal Rise wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. So a pseudo CQC weapon wrecking at 50m is "near perfect"?? Seriously.. Wtf is wrong with you? At 50m, HMGs only wreck low-HP units like sneaky scouts. Funny thing is, folks will tell you that this is fine, all the while complaining that the same squishy scout can kill a sentinel "too quickly" with an RE or multiple shotgun blasts. Even if they are scouts, it shouldn't deal any damage over 30m. It's optimal should be 10-15m, and max 20m. Then it should decrease A LOT dealing 10% max at 30m. It's CQC!!!!
Seriously.
Get out.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Sequal Rise
Les Desanusseurs
270
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Posted - 2014.11.14 13:51:00 -
[27] - Quote
Breakin Stuff wrote:Sequal Rise wrote:Vitantur Nothus wrote:Sequal Rise wrote:CCP Rattati wrote:I have always been of the opinion that current HMG damage and application is damn near perfect, and heat management and aiming should be what defines a skilled heavy. So thank you for the detailed input and feedback. So a pseudo CQC weapon wrecking at 50m is "near perfect"?? Seriously.. Wtf is wrong with you? At 50m, HMGs only wreck low-HP units like sneaky scouts. Funny thing is, folks will tell you that this is fine, all the while complaining that the same squishy scout can kill a sentinel "too quickly" with an RE or multiple shotgun blasts. Even if they are scouts, it shouldn't deal any damage over 30m. It's optimal should be 10-15m, and max 20m. Then it should decrease A LOT dealing 10% max at 30m. It's CQC!!!! Seriously. Get out. You must be one of these guys who use it as a ACR.
Please, get out.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4993
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Posted - 2014.11.14 14:22:00 -
[28] - Quote
Yes because a DPS weapon at shotgun range is better.
No wait. At your proposed ranges a shotgun is better.
Back to the days of the shotgun heavies. I can see it now.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Sequal Rise
Les Desanusseurs
270
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Posted - 2014.11.14 14:29:00 -
[29] - Quote
Breakin Stuff wrote:Yes because a DPS weapon at shotgun range is better.
No wait. At your proposed ranges a shotgun is better.
Back to the days of the shotgun heavies. I can see it now. Shotguns dont do a **** after 10m and dont have the same mechanic at all.
Heavies have too much range.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4993
|
Posted - 2014.11.14 14:37:00 -
[30] - Quote
Sequal Rise wrote:Breakin Stuff wrote:Yes because a DPS weapon at shotgun range is better.
No wait. At your proposed ranges a shotgun is better.
Back to the days of the shotgun heavies. I can see it now. Shotguns dont do a **** after 10m and dont have the same mechanic at all. Heavies have too much range.
The only reason to shorten HMG range would be to make heavies easy kill farm. We have played this game before. It was utterly pathetic. I do not exaggerate when I say swapping to the shotgun was more efficient.
But I don't know what I'm talking about I'm sure. I couldn't possibly have gone through all of the various iterations of HMG nerfs.
15-20m optimal makes the HMG a waste of a weapon slot. You're better off putting kincats and damps on and playing ambush fatty with a shotgun.
I thought people wanted sentinels to NOT fit light wepons over heavy. My bad. Totally understand how wrong that was.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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