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Megaman Trigger
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Posted - 2015.02.02 19:04:00 -
[1] - Quote
I heard it was going to be a turning speed penalty. Hopefully it's applied only to the HMG when it's in use/being carried and not directly to the Sentinel suit, otherwise it'll affect the Forge Gun too.
Purifier. First Class.
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Megaman Trigger
Ready to Play
212
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Posted - 2015.02.03 00:16:00 -
[2] - Quote
Adipem Nothi wrote:Megaman Trigger wrote:I heard it was going to be a turning speed penalty. TooMany Names AlreadyTaken wrote:I wish the range gets nerfed from 30m to 20m... Excellent ideas. If they did both, would it still be OP?
If they do add a turning speed nerf, it should be applied only when the HMG is being carried. A flat nerf to the suit rather than the weapon would affect side arm and AV in addition.
Purifier. First Class.
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Megaman Trigger
Ready to Play
212
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Posted - 2015.02.03 00:22:00 -
[3] - Quote
Adipem Nothi wrote:Megaman Trigger wrote:Adipem Nothi wrote:Megaman Trigger wrote:I heard it was going to be a turning speed penalty. TooMany Names AlreadyTaken wrote:I wish the range gets nerfed from 30m to 20m... Excellent ideas. If they did both, would it still be OP? If they do add a turning speed nerf, it should be applied only when the HMG is being carried. A flat nerf to the suit rather than the weapon would affect side arm and AV in addition. Agreed. We ask that Snipers forgo mobility to deal damage to target. I don't think it unreasonable to ask the same of the hardest hitting weapon in the game.
A turn penalty to all weapons, or even just movement in general, in order to balance one weapon seems... excessive.
Purifier. First Class.
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Megaman Trigger
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212
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Posted - 2015.02.03 00:53:00 -
[4] - Quote
Adipem Nothi wrote:Megaman Trigger wrote: A turn penalty to all weapons, or even just movement in general, in order to balance one weapon seems... excessive.
I'm saying why not treat the HMG like we do the Sniper Rifle? Make it unwieldy and unreliably unless fired from a squatting position. This way the heavy retains its mobility until it commits itself to attack. Less mindless, spinning HMG killing sprees. More deliberate effort and planning.
I disagree. Using a weapon that requires precision and patience as a reference point for something that's on the opposite end of functionality is a bad idea IMO.
A speed cap on the HMG itself, so it only affects turning speed while the HMG is in your hands, would make it less of a problem in CQC while not going overboard.
Having the HMG require bracing to fire effectively would only give rise to Sentinels camping around corners, since they won't have much of a choice but sit and wait for a target.
Purifier. First Class.
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Megaman Trigger
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214
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Posted - 2015.02.03 01:36:00 -
[5] - Quote
Adipem Nothi wrote:Varoth Drac wrote: 1. Scouts were nerfed. 2. Heavies were nerfed. 3. Assaults were buffed.
1 and 3 I distinctly recall. What happened with 2?
Heat Buildup increases for HMGs (I recall two of these) and CPU and PG reduction (offset somewhat by fitting bonus on Heavy weapons) to remove a Sentinels ability to go full Proto.
Gallente and Amarr Sentinels also had their slot layouts swapped; Gallente became 2H/3L and Amarr became 1H/4L when it was the other way around. Not sure that qualified as a nerf but it did throw some of us for a loop before we adjusted,
Purifier. First Class.
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