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Bright Steel
Horizons' Edge Proficiency V.
475
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Posted - 2014.12.05 13:06:00 -
[1] - Quote
Does anyone still as the burst HMG? I tried it again last night and found it lacking compared to the regular HMG.
If you have success, what situation and tactics?
So mad I could eat a chimichanga, swallow a marble, chug a quafe, bend over, fart, and drop an amarian from 100 meters..
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robin williams' ghost
Damaged Beyond Repair
174
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Posted - 2014.12.05 13:10:00 -
[2] - Quote
Works well 1v1 but never against a group. Personally I don't use it anymore. It was op before I won't argue that, but now it's essentially useless. Maybe on speed tanked min sentinel but that's about it |
Fox Gaden
Immortal Guides Learning Alliance
5311
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Posted - 2014.12.05 13:39:00 -
[3] - Quote
I use it regularly. It is not easy, but it is very effective when you are in the grove and using it properly.
Try to limit yourself to 3 bursts unless you are going for the kill. Because if you try for 3 bursts and are just a little slow taking your finger off the trigger, then it will fire 4 bursts, which is fine. However, if you try to fire 4 bursts, and are a bit slow releasing the trigger, it will fire the 5th burst which will overheat your weapon (unless it runs out of ammo first). You want to avoid overheating, unless you are in a 1v1 situation and you are sure that last burst will kill your opponent.
You need to engage one enemy at a time. The best way to take on groups is to use cover. Step out, shoot 3 to 4 bursts (hopefully get a kill if you are accurate) and step back behind cover.
If they follow you behind cover immediately: Switch to your sidearm to engage the person chasing you and if you don't manage to kill them quickly switch back to your Burst HMG to finish them (it will have cooled off by this point).
If they follow you behind cover after you have had a second to cool: Try to kill them in 2 or 3 bursts from your HMG, then switch to your sidearm if they are not dead yet.
If they don't follow you behind cover: Reload and then repeat.
If you overheat, waddle to cover and hope no one noticed the overheat animation. If they feel intimidated by your HMG it will often take them 4 or 5 seconds to get up the nerve to follow you, and by that time your overheat is over. Honestly I am amazed at how often I survive overheating in a fire fight.
This sounds drastic, and it is, but the Burst HMG also does a massive amount of damage. If you make those bursts count you can often kill people in two bursts, especially if you get a head shot. Even a well tanked medium frame suit will usually die to 3 bursts.
The nerf to the HMG heat buildup took it right to the edge, but did not break it. It is still a fine weapon. It is just VERY hard to use ans VERY unforgiving. But when used right, it is still the most deadly automatic weapon in the game.
If I am tired or not on my game, I will switch out to the base model HMG as it is so much more forgiving.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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robin williams' ghost
Damaged Beyond Repair
176
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Posted - 2014.12.05 13:52:00 -
[4] - Quote
Works great if you have two heavies with bursts working together. He fires three shots, pauses, you fire three shots pause and repeat. Keeps constant fire going while giving you a chance to cool down. Also works great when using one mixed with a group of other heavies where the burst can keep concentrated fire on an area and the other normal hmgs can pick up everyone else. |
Bright Steel
Horizons' Edge Proficiency V.
476
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Posted - 2014.12.05 13:55:00 -
[5] - Quote
Fox Gaden wrote:I use it regularly. It is not easy, but it is very effective when you are in the grove and using it properly.
Try to limit yourself to 3 bursts unless you are going for the kill. Because if you try for 3 bursts and are just a little slow taking your finger off the trigger, then it will fire 4 bursts, which is fine. However, if you try to fire 4 bursts, and are a bit slow releasing the trigger, it will fire the 5th burst which will overheat your weapon (unless it runs out of ammo first). You want to avoid overheating, unless you are in a 1v1 situation and you are sure that last burst will kill your opponent.
You need to engage one enemy at a time. The best way to take on groups is to use cover. Step out, shoot 3 to 4 bursts (hopefully get a kill if you are accurate) and step back behind cover.
If they follow you behind cover immediately: Switch to your sidearm to engage the person chasing you and if you don't manage to kill them quickly switch back to your Burst HMG to finish them (it will have cooled off by this point).
If they follow you behind cover after you have had a second to cool: Try to kill them in 2 or 3 bursts from your HMG, then switch to your sidearm if they are not dead yet.
If they don't follow you behind cover: Reload and then repeat.
If you overheat, waddle to cover and hope no one noticed the overheat animation. If they feel intimidated by your HMG it will often take them 4 or 5 seconds to get up the nerve to follow you, and by that time your overheat is over. Honestly I am amazed at how often I survive overheating in a fire fight.
This sounds drastic, and it is, but the Burst HMG also does a massive amount of damage. If you make those bursts count you can often kill people in two bursts, especially if you get a head shot. Even a well tanked medium frame suit will usually die to 3 bursts.
The nerf to the HMG heat buildup took it right to the edge, but did not break it. It is still a fine weapon. It is just VERY hard to use ans VERY unforgiving. But when used right, it is still the most deadly automatic weapon in the game.
If I am tired or not on my game, I will switch out to the base model HMG as it is so much more forgiving. I like a challenge, it's why I run minja, and I see the strong sidearm is a must. Do you run it on a minmatar?
So mad I could eat a chimichanga, swallow a marble, chug a quafe, bend over, fart, and drop an amarian from 100 meters..
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Bright Steel
Horizons' Edge Proficiency V.
476
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Posted - 2014.12.05 13:58:00 -
[6] - Quote
robin williams' ghost wrote:Works great if you have two heavies with bursts working together. He fires three shots, pauses, you fire three shots pause and repeat. Keeps constant fire going while giving you a chance to cool down. Also works great when using one mixed with a group of other heavies where the burst can keep concentrated fire on an area and the other normal hmgs can pick up everyone else. I was thinking about running it in sqaud with my buddy. He runs amarr scout or assault, And my min with kincats can almost keep up... Having a second heavy would make a huge difference though.
I like this idea.
So mad I could eat a chimichanga, swallow a marble, chug a quafe, bend over, fart, and drop an amarian from 100 meters..
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Fox Gaden
Immortal Guides Learning Alliance
5314
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Posted - 2014.12.05 14:12:00 -
[7] - Quote
Bright Steel wrote:I like a challenge, it's why I run minja, and I see the strong sidearm is a must. Do you run it on a minmatar? I run the Burst on the Minmitar, Caldari, and Amarr Sentinels. (I am not skilled into Gallente.)
The play style is different for these suits.
Caldari does not have the stamina for a lot of running around, so is best for defensive use, or assaulting a point if you have uplinks close by.
Minmatar Sentinel with a Burst HMG is like playing a slow moving Shotgun Scout. (Slow only in comparison to a Scout.) When engaging other Sentinels you want to take them from behind or get the head shot. The Burst will give you the Damage advantage, but your suit is soft.
I have two Advanced Minmatar Sentinel fits which use the Burst HMG. One has 1 Kin Cat and a rep. The other has 2 Kin Cats (fitting is tight and had to leave the Grenade slot empty).
Amarr Sentinel has a lot more fitting flexibility. You can brick tank it and work with a Logi; Fit 3 Armour Repai and play like a Caldari; or Fit Kin Cat's and play like a Minmatar.
My Advanced Amarr Sentinel Burst HMG fit has a Rep, Armor Plate, and Kin Cat in the lows and an Energizer in the highs. (The Kin Cat is always Proto, and I think the Rep is too, but the Energizer and possibly the Plate are Advanced due to fitting costs.) This suit hits the sweat spot of all 3 suits for me.
I often run all 3 races of Sentinel in the same match to adapt to changing situations.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5314
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Posted - 2014.12.05 14:17:00 -
[8] - Quote
Bright Steel wrote:robin williams' ghost wrote:Works great if you have two heavies with bursts working together. He fires three shots, pauses, you fire three shots pause and repeat. Keeps constant fire going while giving you a chance to cool down. Also works great when using one mixed with a group of other heavies where the burst can keep concentrated fire on an area and the other normal hmgs can pick up everyone else. I was thinking about running it in sqaud with my buddy. He runs amarr scout or assault, And my min with kincats can almost keep up... Having a second heavy would make a huge difference though. I like this idea. If your friend can cover you when you yell "I overheated!" it will make a big difference in your survivability.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Bright Steel
Horizons' Edge Proficiency V.
476
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Posted - 2014.12.05 14:18:00 -
[9] - Quote
Can the amarr with 3 kincats match the min's speed
Top 16 in every match.... I'm da best!!!!
He killed me... NNNEERRFFFFFF HHHIIIIMMM!!!!!!!!
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robin williams' ghost
Damaged Beyond Repair
176
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Posted - 2014.12.05 14:20:00 -
[10] - Quote
Fox Gaden wrote:Bright Steel wrote:I like a challenge, it's why I run minja, and I see the strong sidearm is a must. Do you run it on a minmatar? I run the Burst on the Minmitar, Caldari, and Amarr Sentinels. (I am not skilled into Gallente.) The play style is different for these suits. Caldari does not have the stamina for a lot of running around, so is best for defensive use, or assaulting a point if you have uplinks close by. Minmatar Sentinel with a Burst HMG is like playing a slow moving Shotgun Scout. (Slow only in comparison to a Scout.) When engaging other Sentinels you want to take them from behind or get the head shot. The Burst will give you the Damage advantage, but your suit is soft. I have two Advanced Minmatar Sentinel fits which use the Burst HMG. One has 1 Kin Cat and a rep. The other has 2 Kin Cats (fitting is tight and had to leave the Grenade slot empty). Amarr Sentinel has a lot more fitting flexibility. You can brick tank it and work with a Logi; Fit 3 Armour Repai and play like a Caldari; or Fit Kin Cat's and play like a Minmatar. My Advanced Amarr Sentinel Burst HMG fit has a Rep, Armor Plate, and Kin Cat in the lows and an Energizer in the highs. (The Kin Cat is always Proto, and I think the Rep is too, but the Energizer and possibly the Plate are Advanced due to fitting costs.) This suit hits the sweat spot of all 3 suits for me. I often run all 3 races of Sentinel in the same match to adapt to changing situations. Now this is a man who knows his heavies, though idk how I feel about the energizer in your high for the amarr. I personally prefer a damage mod as I usually run with a logi and could care less about my shields on the amarr. I run both minmatar and amarr sentinels at proto btw
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robin williams' ghost
Damaged Beyond Repair
176
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Posted - 2014.12.05 14:21:00 -
[11] - Quote
Bright Steel wrote:Can the amarr with 3 kincats match the min's speed Pretty close to it, but can't match is regen |
Bright Steel
Horizons' Edge Proficiency V.
476
|
Posted - 2014.12.05 14:24:00 -
[12] - Quote
robin williams' ghost wrote:Bright Steel wrote:Can the amarr with 3 kincats match the min's speed Pretty close to it, but can't match is regen True, I like my min sentinel but he is so squashy, also get caught with a HMG in the face or multiple reds :)
The amarr seams to live longer... But sooo slow
Top 16 in every match.... I'm da best!!!!
He killed me... NNNEERRFFFFFF HHHIIIIMMM!!!!!!!!
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robin williams' ghost
Damaged Beyond Repair
176
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Posted - 2014.12.05 14:25:00 -
[13] - Quote
I sometimes run a kin cat, ferroscale and dual reppers on my amarr, makes it pretty maneuverable and oh that rep |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5644
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Posted - 2014.12.05 14:46:00 -
[14] - Quote
Believe it or not the heavy damage mods don't significantly alter TTK for the HMG or Forge. Light damage mods do the job comparatively much better.
You're going to get more mileage out of rechargers because your Shield recharge sucks unless you are caldari.
The standard HMG shines on amarr and gallente suits. They're sustain brawlers pure and simple and by and large those two suits define the sentinel meta.
The minmatar is unpopular as hell because it's not as good at any particular job than the others. Fit fast with a burst HMG and speed or damps it becomes a nasty surprise. Burst is really tge best option as brawling in the suit is just a bad idea.
For the cal to really shine the assault HMG needs to be fixed. They CAN fight toe to toe with the others, but you want to force fights on your terms as much as possible and abuse cover and high recharge. If that shield pops even an MLT suit with rifle will make you their b*tch.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fox Gaden
Immortal Guides Learning Alliance
5314
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Posted - 2014.12.05 14:48:00 -
[15] - Quote
Bright Steel wrote:Can the amarr with 3 kincats match the min's speed I have not tried that yet, as I always like to have some sort of Armor Rep on the Amarr Sentinel (and I don't use Proto suits), but I can tell you that an Amarr Sentinel with 2 Kin Cat's has the same sprint speed as a Min Sentinel with 1 Kin Cat.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Izlare Lenix
Titans of Phoenix
1152
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Posted - 2014.12.05 14:48:00 -
[16] - Quote
Burst can still kill most scouts with a single burst. Two bursts will kill most mediums. It just lacks at killing heavies or prolonged engagements.
Burst on a fast suit is great for flanking and killing enemy logis or as a rear guard/anti scout killer.
If you want to brawl other heavies or multiple reds stick with the boundless hmg.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Fox Gaden
Immortal Guides Learning Alliance
5314
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Posted - 2014.12.05 14:51:00 -
[17] - Quote
robin williams' ghost wrote: Now this is a man who knows his heavies, though idk how I feel about the energizer in your high for the amarr. I personally prefer a damage mod as I usually run with a logi and could care less about my shields on the amarr. I run both minmatar and amarr sentinels at proto btw
On a solo fit a Damage Mode or Extender are just as valid to fit as the Energizer I use. When running with a logi I too would use the Damage Mode.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5314
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Posted - 2014.12.05 15:23:00 -
[18] - Quote
One more piece of Burst HMG advice.
If you don't have grenades, due to fitting restrictions or simply because you used them already, use your sidearm to kill uplinks. You don't want to waist your Burst HMG ammo, and you don't want to add unnecessary heat when out of combat in case you are attacked unexpectedly.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Cody Sietz
Random Gunz RISE of LEGION
4170
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Posted - 2014.12.05 15:53:00 -
[19] - Quote
Holy crap! Someone actually using strategy and tactical gameplay while using a heavy!?
Go back to TF2 Ya commie!
Dust has no place for the likes of you!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5648
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Posted - 2014.12.05 15:57:00 -
[20] - Quote
Cody Sietz wrote:Holy crap! Someone actually using strategy and tactical gameplay while using a heavy!? Go back to TF2 Ya commie! Dust has no place for the likes of you!
What's this word?
Tak... yac... tac...tics... yakticks?
What's yakticks?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Michael Cratar
Fenrir's Wolves
345
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Posted - 2014.12.05 15:57:00 -
[21] - Quote
robin williams' ghost wrote:Works well 1v1 but never against a group. Personally I don't use it anymore. It was op before I won't argue that, but now it's essentially useless. Maybe on speed tanked min sentinel but that's about it
Min sentinel with burst is super deadly if you use it for hit and run or one target kills. Just keep in mind that you will be open to most attackers without a proper sidearm and you won't have much mid fight flexibility if you can't kill the target(s) quickly.
I do not know love, only ( -í° -£-û -í°).
Closed Beta Vet
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Fox Gaden
Immortal Guides Learning Alliance
5326
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Posted - 2014.12.05 16:13:00 -
[22] - Quote
Yeah, when the Burst was OP I had a fit that did not have a sidearm. It was a stupidly risky fit even then. Now that the Burst HMG heat buildup was further nerfed, not having a sidearm is about as smart as not having a sidearm on a Swarm Launcher fit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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robin williams' ghost
Damaged Beyond Repair
186
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Posted - 2014.12.05 16:30:00 -
[23] - Quote
I always have an advanced smg and core locus grenades. I have my cores maxed so I can fit everything proto but the smg. |
DeadlyAztec11
Ostrakon Agency
6298
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Posted - 2014.12.05 16:31:00 -
[24] - Quote
I find it more formidable than the regular HMG when I find myself facing down the barrels.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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