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Alena Ventrallis
Vengeance Unbound
2279
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Posted - 2014.12.16 20:06:00 -
[61] - Quote
HMG is in a good place DPS and range wise. So if its OP, why not adjust its dispersion? Simply decrease its max accuracy, meaning less bullets impact a target at range.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Fox Gaden
Immortal Guides Learning Alliance
5444
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Posted - 2014.12.16 20:26:00 -
[62] - Quote
Buwaro Draemon wrote:They are far too easy to use for them to absorb that much damage and be able to use out the highest DPS of any gun in the whole game.
A few EWAR changes here and there and I am seeing a slight decrease in the scout population, but heavies, mostly Sentinels are going at it strong. Being spammed all across the game and the drive-by Heavies.
The best thing to do in my opinion here is to make some changes to the HMG, make it have a little bit more faster heat build up, reduce the RPM, and maybe even give the HMG a spool up time. Like real mini-guns, that need to spin a little before the rounds start firing.
This will add at least some gun game to the HMG users and will require a little bit more skill.
I could give out numbers on how heat, RPM and spool up time will work on the different HMGs but I am in no way good with numbers.
What do you guys say? You have laid out your argument for a nerf to the HMG in a very reasonable and considered way.
- The base model HMG does seem to be a bit too easy to use. The heat increase helped, but I don't advocate any more heat buildup nerfs, as that would make it feel too much like the Burst HMG. I had suggested a slightly reduced turn speed for the base model HMG, but spool-up time might work too.
- I think the Burst HMG is fine right now. (It is good, but dam hard to use.)
- The Assault HMG is actually slightly UP, but only needs a slight dispersion reduction to be able to reach out a little farther. It's DPS is low in CQC, which is how it should be. In the 20m to 30m range it is very effective. If it was adjusted to widen that to very effective at 20m to 40m then it would be perfect.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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7th Son 7
United Logistics Division
9
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Posted - 2014.12.16 20:32:00 -
[63] - Quote
I say you must not play w/a heavy or you would be well aware of their shortcomings. |
Fox Gaden
Immortal Guides Learning Alliance
5445
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Posted - 2014.12.16 20:35:00 -
[64] - Quote
Buwaro Draemon wrote:gustavo acosta wrote:Sentinels are too OP and no amount of heat build-up nerfs will stop their reign. Just nerf the sentinels movement speed enough so they HAVE to do their job of point defense, and nerf HMG range to like 10-20 meters.(it'll stop car heavies also because they won't be able to get to hit you if you run away,) It's with HMG sentinels that people are mostly complaining about. The HMG in itself is a gun with little to no drawbacks. It has the same effectiev range as the AR and the heat build up is barely there. Accompany that with it's huge RPM and you get a very powerful gun. Now the suits don't need a nerf. They are slow enough already (unless someone decides to put Kinkats on them) Plus any nerf to the suits will make the Minmatar Sentinels very UP. I think a few changes to the HMG will make tourist Sentinels stay away from it. The heat buildup was increased recently, so it is at least noticeable now.
The effective rang is miss-leading as dispersion reduces damage to nearly nothing well before its "effective range". I consider it a great accomplishment to get a kill at 40m, and that only happens if my target was on death's door before I started shooting.
Other than those two point I agree with you.
I am warming to the concept of a spool-up time where the RPM starts low and takes a fraction of a second to get up to full speed.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
6411
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Posted - 2014.12.16 20:37:00 -
[65] - Quote
All the heavy has going for it is HP and dps.
Everything else can do a lot more and even do what other suits can do but just not as well.
If you nerf the heavy using your logic, it would be a suit that is only useful inside a room and has just enough range to reach the doorway..........
Its a fking heavy with a hmg, deal with it.
I can proto everything in the game across 3 chars btw so I'm about as unbiased as you can get. Well I only have commando at ADV actually but still.
I am GJRs Renfield.
You heard it here first, I told you so.
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Copharus Arkana
Seykal Expeditionary Group Minmatar Republic
11
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Posted - 2014.12.16 21:29:00 -
[66] - Quote
Why dos no one understand this? Heavys need to be removed from the game. Do none of you see how much of a crutch they are? |
Buwaro Draemon
WarRavens Capital Punishment.
472
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Posted - 2014.12.16 23:20:00 -
[67] - Quote
7th Son 7 wrote:I say you must not play w/a heavy or you would be well aware of their shortcomings. I do. Minmatar Sentinel level 3 with Burst HMG.
Side effects of playing Dust:
Emotional trauma, Anger Management issues, Post Traumatic Stress Disorder, and Depression
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Buwaro Draemon
WarRavens Capital Punishment.
472
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Posted - 2014.12.16 23:22:00 -
[68] - Quote
TechMechMeds wrote:All the heavy has going for it is HP and dps.
Everything else can do a lot more and even do what other suits can do but just not as well.
If you nerf the heavy using your logic, it would be a suit that is only useful inside a room and has just enough range to reach the doorway..........
Its a fking heavy with a hmg, deal with it.
I can proto everything in the game across 3 chars btw so I'm about as unbiased as you can get. Well I only have commando at ADV actually but still.
How is increasing heat build up or adding a spool time making the heavy useful only inside a room?
In any case this will scare away the spammers and you can finally tell the difference between a dedicated heavy and a tourist heavy.
Side effects of playing Dust:
Emotional trauma, Anger Management issues, Post Traumatic Stress Disorder, and Depression
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Sequal Rise
Les Desanusseurs
458
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Posted - 2014.12.16 23:35:00 -
[69] - Quote
I just thought about smt, make the HMG hit harder when it heats a lot (lire Laser Rifles) and divide its base damage by 2. So the instablap HMG heavy will have to wait a little (mostly if firing at range) in order to deal its full damage. And he'll have to care about the overheat!
It would actually require some skill to use the weapon then^^ What do you guys think about that? (Talking about normal variant HMG mostly).
Assault, Logi, Scout, Heavy.. What do you need?
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