Pages: 1 2 3 [4] 5 6 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
EET SUM MOR
Fraternity of St. Venefice Amarr Empire
4
|
Posted - 2015.02.14 08:49:00 -
[91] - Quote
Sgt Kirk wrote:Why are all the colors around the same tones!
You're damn right |
EET SUM MOR
Fraternity of St. Venefice Amarr Empire
4
|
Posted - 2015.02.14 08:56:00 -
[92] - Quote
...may I suggest a further Breach AR nerf, maybe another mag reduction, like ten rounds x mag? I'm just saying, if you want to ruin a weapon like the great Breach AR was, you're just on the right path, and for the courtesy to all whiners as well. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
|
Posted - 2015.02.14 08:56:00 -
[93] - Quote
RedPencil wrote:Cat Merc wrote:ASCR is actually an incredibly good rifle without heat. Fastest reload, tight dispersion, arguably best sight of all the Assault variants, excellent range, etc'. It also has a high damage per mag, though I don't remember if the AR caught up or not since the mag damage increase.
I really don't know why it doesn't perform. Because modern control + SCR > ASCR Modded controllers are the gaming equivalent of filing down the sear of an AK-47.
AV
|
Greiv Rabbah
13Art of War13
66
|
Posted - 2015.02.14 09:05:00 -
[94] - Quote
CCP Rattati wrote:Atiim wrote:How is the Tactical AR underpowered when it does more damage than the SCR, can fire more shots than the SCR can before overheating, has the same RPM, while only having -15m?
How is the Burst AR underpowered when it does more damage than the CR, has a larger magazine than the CR (even with MinAssault V), has the same RPM, while only having -12m?
Your entire premise is flawed because usage does not equate to power. Claiming it does is fallacious because it fails to assess other factors which would cause it to be used more (or less), such as objectives being CQC oriented, weapons only being able to damage vehicles, weapon isn't great against the most prevalent tank, examples would be the pre-1.7 Swarm Launcher, which despite being overpowered still remained as the 3rd least used Light Weapon, and the the SMG which despite being the most used Sidearm in the history of DUST is balanced and has adequate advantages and drawbacks to other weapons. Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons. It's just facts, that need to be reconciliated with those things. Why indeed? The tactical plasma rifle and burst plasma rifle are both close range weapons(blasters) while the cr is a short-mid range weapon(firearms) and the scr is a mid-long range weapon(lasers). These weapons may be underperforming as a result of players trying to use a tar the same as they'd use a scr(fire from range instead of splatter in cqc) or the bar as a cr(potshots from a distance instead of a hard and fast ambush at close range. A blaster cant be treated as a firearm for the simple fact that the forcefield won't carry the fireballs as far as the compressor will hurl the metal shards. In the same way the compressor in a firearm can't hurl the metal shards as far/fast as the crystal can focus the energy pulses. In the same way, a scr vs a tactical snr will lose out bc even though they're both a tactical rifle, the electromagnets in the tactical snr(railgun) shoot the flechette much farther than a laser can travel before the pulse decays.
Tl;dr... The tar and bar are probably used poorly not bc of being UP but because people treat every gun in dust as a firearm. A lot of them are blasters, lasers, or railguns, and blasters should be kept at blaster range, not firearm or laser range |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
|
Posted - 2015.02.14 09:26:00 -
[95] - Quote
Let's be honest. You could normalize all the rifles at 500 DPS and the firing mechanics and profiles would change the feel of all of them.
With minor tweaking to alpha, RoF, range and such you would get a lot of weapons that feel different and perform different in various situations.
I know it's a COD/BF type thing but I haven't seen any other shooter where the same gun can have two different performance profiles based on what it's shooting at. It just isn't done.
Every other game treats shields as regenerating armor.
Not saying it's the grandest idea but it makes sense given the battle rifles all perform the same function, or at least they are SUPPOSED to.
Why woukd you make a plasma rifle that couldn't compete with the rail rifle? From a military/weapons expert perspective that's ass-backward.
AV
|
Jathniel
Ahrendee Mercenaries
1474
|
Posted - 2015.02.14 09:54:00 -
[96] - Quote
Aeon Amadi wrote:
I use the TAR frequently. Have a few videos posted where I use it. It's a very niche weapon that needs the correct environment. Scrambler Rifle is better and it's probably not surprising to anyone that I started using it in place of my TAR. TAR can't make up for the ability to charge shot, longer range, etc. I've had a long drawn out argument about this in another thread.
If you want the TAR to be more competitive, needs to have something that'll compete with the Scrambler Rifle - which won't happen because the Scrambler rifle is just outright better. TAR would need excruciatingly high alpha damage to make up for a lack of charge, range, etc. No-one will allow that for fear of it being OP.
The TAR already has dreadfully high alpha damage. With damage mods it's a nightmare. Some folks just haven't rediscovered it yet. I respect the Scrambler Rifle, but the TAR was meant to imitate, not surpass it. It's in a good spot.
Just some extra range. Give it a some reach, and it'll be used more. At the moment, the TAR has better zoom than the scrambler rifle, but less range.
Let it rival the scrambler rifle's range, and I guarantee you will see increased usage. But damage buffs would put it over the edge.
Retired
|
|
CCP Rattati
C C P C C P Alliance
17443
|
Posted - 2015.02.14 09:57:00 -
[97] - Quote
Pseudogenesis wrote:This is awesome, but please please pretty please label your axes and define parameters! This is one of the first things they drill into your head in any statistics class, you need to tell the viewer what an axis means and the units it's measured in for it to be a proper graph. Like this one is pretty and all, but I have no idea what 0%-100% means or the units that's measured in. This is a stacked area chart and only shows the mix of kills. The colors align with the categories on the right and are in the same order.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
JUDASisMYhomeboy
xCosmic Voidx
414
|
Posted - 2015.02.14 10:09:00 -
[98] - Quote
I know im in the minority but I'd like the tar better with iron sights. That scope is wonky and unnecessary.
"In a world gone mad,only a lunatic is truly insane"
|
Pseudogenesis
Nos Nothi
1767
|
Posted - 2015.02.14 10:52:00 -
[99] - Quote
CCP Rattati wrote:Pseudogenesis wrote:This is awesome, but please please pretty please label your axes and define parameters! This is one of the first things they drill into your head in any statistics class, you need to tell the viewer what an axis means and the units it's measured in for it to be a proper graph. Like this one is pretty and all, but I have no idea what 0%-100% means or the units that's measured in. This is a stacked area chart and only shows the mix of kills. The colors align with the categories on the right and are in the same order. This displeases me.
Stabby-stabber extraordinaire Gû¼+¦GòÉGòÉn¦ñ
I stabbed Rattati once, you know.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
|
Posted - 2015.02.14 10:54:00 -
[100] - Quote
Any comments on my assessment of the HMG Rattati?
AV
|
|
Aeon Amadi
Chimera Core
8712
|
Posted - 2015.02.14 14:03:00 -
[101] - Quote
Jathniel wrote:Aeon Amadi wrote:
I use the TAR frequently. Have a few videos posted where I use it. It's a very niche weapon that needs the correct environment. Scrambler Rifle is better and it's probably not surprising to anyone that I started using it in place of my TAR. TAR can't make up for the ability to charge shot, longer range, etc. I've had a long drawn out argument about this in another thread.
If you want the TAR to be more competitive, needs to have something that'll compete with the Scrambler Rifle - which won't happen because the Scrambler rifle is just outright better. TAR would need excruciatingly high alpha damage to make up for a lack of charge, range, etc. No-one will allow that for fear of it being OP.
The TAR already has dreadfully high alpha damage. With damage mods it's a nightmare. Some folks just haven't rediscovered it yet. I respect the Scrambler Rifle, but the TAR was meant to imitate, not surpass it. It's in a good spot. Just some extra range. Give it a some reach, and it'll be used more. At the moment, the TAR has better zoom than the scrambler rifle, but less range. Let it rival the scrambler rifle's range, and I guarantee you will see increased usage. But damage buffs would put it over the edge.
Oh lord, here we go with the whole "it's an imitator and shouldn't be competitive against it because it's not the real thing".
Seriously, I really do hate that argument, it's archaic and out-dated. With that logic, all the Assault variants should pale in comparison to the Assault Rifle but they don't. In some cases, in particular the ARR, they're even better. It's -always- been that way.
The constant misconception that a weapon has to be worse than a similar weapon just because of some concept a CCP Dev put down two years ago shouldn't even be a thing anymore. If anything we should have evolved from that with racial takes on the variations including their own unique flare to make the weapon competitive; and by that logic the TAR would have -much- higher damage than the Scrambler Rifle while simultaneously having lower range.
The question you have to ask: "What is the functionality of this weapon if it is an imitator that isn't competitive with the other weapon?"
Functionless gameplay is a waste of time. If your idea doesn't serve a purpose, providing something new and unique that we don't already have, then it doesn't need to be implemented because we already have that. Making something "kinda similar but not as powerful because #reasons" is just annoying, adds repetition, and punishes players for making the wrong choices.
Have a suggestion for the Planetary Services Department?
Founder of AIV
|
Izlare Lenix
Pub Stars
1253
|
Posted - 2015.02.14 14:20:00 -
[102] - Quote
CCP Rattati wrote:Atiim wrote:How is the Tactical AR underpowered when it does more damage than the SCR, can fire more shots than the SCR can before overheating, has the same RPM, while only having -15m?
How is the Burst AR underpowered when it does more damage than the CR, has a larger magazine than the CR (even with MinAssault V), has the same RPM, while only having -12m?
Your entire premise is flawed because usage does not equate to power. Claiming it does is fallacious because it fails to assess other factors which would cause it to be used more (or less), such as objectives being CQC oriented, weapons only being able to damage vehicles, weapon isn't great against the most prevalent tank, etc.
Easy examples would be the pre-1.7 Swarm Launcher, which despite being overpowered still remained as the 3rd least used Light Weapon, and the the SMG which despite being the most used Sidearm in the history of DUST is balanced and has adequate advantages and drawbacks to other weapons. Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons. It's just facts, that need to be reconciliated with those things. Why indeed?
Power also has to deal with ease of use. The hmg is so powerful because it has massive dps, massive clip, too much range and it's easy as hell to use all while using the highest ehp suits in the game.
Meanwhile Nova Nova knives can one swipe almost every suit in the game but they are not easy to use. The limited range of knives paired with low ehp suits balance them perfectly with their ability to ohk almost everything. But because they require real skill, they are not as common as other weapons even though they are extremely strong.
I think this is why armor based weapons dominate this chart. They are easier to use most of the time and since dust is way too armor based you are more likely to get the kill with an armor based weapon.
Also consider this. As a ScR user at least 1/3 (sometimes more) of my kills are achieved with my smg to avoid overheating my ScR. This is something almost no other weapon has to deal with except maybe the Tar with its small clip. I have also noticed way more kills stolen when I use shield based weapons especially during that 1/2 second I am switching to my smg. It is quite annoying and I'm sure it is skewing this graph.
The only real truth in history is that it was bloody.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7184
|
Posted - 2015.02.14 14:51:00 -
[103] - Quote
Rather than simply hacking stats off the HMG I would like to see it made more difficult to employ.
Honestly using real life examples gives ample methods for bringing the weapon to heel.
AV
|
Nocturnal Soul
Primordial Threat
5352
|
Posted - 2015.02.14 15:34:00 -
[104] - Quote
Breakin Stuff wrote:Rather than simply hacking stats off the HMG I would like to see it made more difficult to employ.
Honestly using real life examples gives ample methods for bringing the weapon to heel. Care to.... add more.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
|
Jathniel
Ahrendee Mercenaries
1474
|
Posted - 2015.02.14 15:49:00 -
[105] - Quote
Aeon Amadi wrote:Jathniel wrote:Aeon Amadi wrote:
I use the TAR frequently. Have a few videos posted where I use it. It's a very niche weapon that needs the correct environment. Scrambler Rifle is better and it's probably not surprising to anyone that I started using it in place of my TAR. TAR can't make up for the ability to charge shot, longer range, etc. I've had a long drawn out argument about this in another thread.
If you want the TAR to be more competitive, needs to have something that'll compete with the Scrambler Rifle - which won't happen because the Scrambler rifle is just outright better. TAR would need excruciatingly high alpha damage to make up for a lack of charge, range, etc. No-one will allow that for fear of it being OP.
The TAR already has dreadfully high alpha damage. With damage mods it's a nightmare. Some folks just haven't rediscovered it yet. I respect the Scrambler Rifle, but the TAR was meant to imitate, not surpass it. It's in a good spot. Just some extra range. Give it a some reach, and it'll be used more. At the moment, the TAR has better zoom than the scrambler rifle, but less range. Let it rival the scrambler rifle's range, and I guarantee you will see increased usage. But damage buffs would put it over the edge. Oh lord, here we go with the whole "it's an imitator and shouldn't be competitive against it because it's not the real thing". Seriously, I really do hate that argument, it's archaic and out-dated. With that logic, all the Assault variants should pale in comparison to the Assault Rifle but they don't. In some cases, in particular the ARR, they're even better. It's -always- been that way. The constant misconception that a weapon has to be worse than a similar weapon just because of some concept a CCP Dev put down two years ago shouldn't even be a thing anymore. If anything we should have evolved from that with racial takes on the variations including their own unique flare to make the weapon competitive; and by that logic the TAR would have -much- higher damage than the Scrambler Rifle while simultaneously having lower range. The question you have to ask: "What is the functionality of this weapon if it is an imitator that isn't competitive with the other weapon?" Functionless gameplay is a waste of time. If your idea doesn't serve a purpose, providing something new and unique that we don't already have, then it doesn't need to be implemented because we already have that. Making something "kinda similar but not as powerful because #reasons" is just annoying, adds repetition, and punishes players for making the wrong choices.
o0
I didn't say it shouldn't be competitive... I said it shouldn't surpass it. And not "because reasons", but "because balance". The TAR doesn't hit harder than the SCR commensurate to the SCR's range.
If we simply increase the TAR's range to approximate the SCR, that will make it an overall more competitive weapon, without supplanting the weapon it's meant to imitate. Increasing it's damage would be like using an ice pick to do a tooth pick's job; it would increase damage at range, but also make it OP within its optimal.
As you said, I am one of those that fear a damage buff would make it OP. A moderate range buff however, would not.
Arguing whether variants should be better than a family of weapons is moot. You want comparable performance, adaptive as per the situation or target you are facing. We have good balance right now with weapons, but accepting some weapons as UP is not something we should accept, whether or not "its always been that way".
Retired
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7189
|
Posted - 2015.02.14 16:17:00 -
[106] - Quote
Nocturnal Soul wrote:Breakin Stuff wrote:Rather than simply hacking stats off the HMG I would like to see it made more difficult to employ.
Honestly using real life examples gives ample methods for bringing the weapon to heel. Care to.... add more. I have, repeatedly. I'd rather not post my spiel more than once per thread. I hate sounding like a broken record.
AV
|
Valish'r Dravix
Mikramurka Shock Troop Minmatar Republic
0
|
Posted - 2015.02.14 17:36:00 -
[107] - Quote
Breakin Stuff wrote:Nocturnal Soul wrote:Breakin Stuff wrote:Rather than simply hacking stats off the HMG I would like to see it made more difficult to employ.
Honestly using real life examples gives ample methods for bringing the weapon to heel. Care to.... add more. I have, repeatedly. I'd rather not post my spiel more than once per thread. I hate sounding like a broken record. Repetition is how people learn, so speak once again please.
My names Soul, Nocturnal Soul
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7193
|
Posted - 2015.02.14 18:11:00 -
[108] - Quote
Fine.
This post
and this post.
AV
|
Bremen van Equis
BASTARDS OF BEDLAM
172
|
Posted - 2015.02.14 18:17:00 -
[109] - Quote
Waiter, what's this MATH doing in my WEEKEND??
-or-
US citizens are not allowed to do math on Presidents Weekend. It's the law.
-or-
You got your math all over my weekend.
-or-
Any gun that kills me is this.
All kidding aside thank you for this informationGǪ it's this type of stuff that's missing from every other game I TRY to get into!
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
|
Jathniel
Ahrendee Mercenaries
1476
|
Posted - 2015.02.14 22:22:00 -
[110] - Quote
Breakin Stuff wrote:CCP Rattati wrote:Pagl1u M wrote:We need the kills/spawn ratio of hmg It's too damn high, ranking with top tier rifles. I am working on Hotfix Echo, where the plan is to rein in the range, and nothing else. They are too effective in "rifle" range why aren't we looking at reversing the role and making them vulnerable in CQC and deadly at long range? There's only so many more nerf options before the stupid thing gets pushed off a cliff. I'm not trying to be high and mighty or condescending. I'm honestly believing CQC HMGs aren't working, haven't worked as intended since their inception and making them and the Sentinel platform a CQC thing was a bad idea to begin with. We also need to consider that in my experience most HMG engagements and kills happen at 20m or less. Sentinels hug CQC areas like it's their lifeline to force people to fight them on optimal terms for them. Anything inside 20m is chutney, so that's where the hits tend to happen. until you drop the HMG below shotgun optimal these nerfs are going to be a zero-sum effort because a logi and tight spaces will do the work and they will continue racking up kills. It'll also see more fatties resorting to tactics like murder taxis to bypass the range restrictions. Ejecting sentinels from CQC is, in my opinion, the best answer.
Well, I think I like the track you're on, but I can't picture what you're trying to say.
Are you suggesting repurposing the HMG as a mid-long range weapon? I look at these things intuitively and I cant see how that would address its overperforming.
I was guessing that the HMG was doing well, because it was being used exactly as it was designed to be; and that the only reason we are seeing such high heavy/hmg usage is because the sockets were designed that way (by order of CCP Remnant, whom I still can't forgive over it). Folks were so obsessed with keeping snipers out of the fight, that they directly created the circumstances where heavies would thrive. So what exactly do you have in mind?
Retired
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7201
|
Posted - 2015.02.15 00:45:00 -
[111] - Quote
Jathniel wrote: So what exactly do you have in mind?
put the HMG heavies in a situation where their ideal combat arena is filled with snipers, forge gunners and rail rifles, ideally.
If the HMG sucks ass in CQC this breaks the Heavy > All meta in half and forces people to use heavies to keep people out of the facilities entirely, by using them at entrances as overwatch, locking down open fields, etc, and NOT participating gleefully in the knife-fighting.
If someone's in knife range the heavy should bluntly be dogmeat unless he's LUCKY.
AV
|
zzZaXxx
Capital Acquisitions LLC
722
|
Posted - 2015.02.15 02:22:00 -
[112] - Quote
CCP Rattati wrote:Atiim wrote:How is the Tactical AR underpowered when it does more damage than the SCR, can fire more shots than the SCR can before overheating, has the same RPM, while only having -15m?
How is the Burst AR underpowered when it does more damage than the CR, has a larger magazine than the CR (even with MinAssault V), has the same RPM, while only having -12m?
Your entire premise is flawed because usage does not equate to power. Claiming it does is fallacious because it fails to assess other factors which would cause it to be used more (or less), such as objectives being CQC oriented, weapons only being able to damage vehicles, weapon isn't great against the most prevalent tank, etc.
Easy examples would be the pre-1.7 Swarm Launcher, which despite being overpowered still remained as the 3rd least used Light Weapon, and the the SMG which despite being the most used Sidearm in the history of DUST is balanced and has adequate advantages and drawbacks to other weapons. Ask the players, they don't choose those weapons, and when they do, they perform worse with them than other weapons. It's just facts, that need to be reconciliated with those things. Why indeed? I'll tell you why. It aint no secret.
TAR: Only Gal Assault can use it somewhat effectively (if you're really REALLY used to it) due to kick and spread. Even Gal Assault will deal with major frustration over its ADS kick though. Try the SCR with Amarr Assault for a while and then switch to GalAss with TAR. With the SCR you have some ADS kick but it's less horizontal (or not at all?) and less overall, so you can keep your crosshairs on target longer and burn em down. With the TAR you're all over the place after a few shots. At the range at which you want to be shooting through that WACK scope it's REALLY hard to stay on target. It can be a powerful weapon, but it's even more of a you-have-to-only-use-it-all-the-time-and-get-used-to-it rifle than SCR, and well...no thanks. I tried. I REALLY tried. But now...pffft SCR all the way when I'm not destroying with ACR.
And if it's handling problems aren't enough to turn you away, it misfires. The SCR will shoot a round every single time you touch R1. The TAR will miss a round here and there. NO. Watch that video again where that guy compared the two.
ASCR: The way the ASCR works--full auto, huge clip, decent range and accuracy--you need to keep firing and drill your opponent down before he can do critical damage to you...but that will never happen with this gun. Closer up you won't be able to work through his armor fast enough. Meanwhile you're exposed. That equals death. At range you're chipping away at armor so slowly targets tend to find cover.
Burst AR: Basically it's the CR with less range and more damage (but less dmg against armor, which constitutes a higher percentage of total HP you're working through), and range trumps damage every time, especially with a burst weapon (full auto is better up close). Also its scope is a joke. The zoom is a liabilty within the range you want to firing down sights with this gun, and teases you into firing beyond your range. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7204
|
Posted - 2015.02.15 03:54:00 -
[113] - Quote
I don't use the TAR because... I never really tried it.
The burst AR irritates the hell out of me.
I like the scrambler rifles on the amarr assault.
the burst CR annoys me
the assault variants of everything work well for me except the assault rifle itself
I prefer the breach AR and I do well with the vanilla RR
assault scrambler just doesn't do damage fast enough even against shield suits to make up for the incoming pain you're gettting in turn
strafe dancing absolutely exacerbates the worse traits of your lower performance weapons, inertia would actually solve the problem to keep people from juking back and forth without losing speed, which would allow actual aiming skill to come into play.
And if you bring in an autocannon I'm speccing out of the HMG. I would like to play a proper machinegunner, thanks
AV
|
THUNDERGROOVE
Fatal Absolution
1489
|
Posted - 2015.02.15 07:41:00 -
[114] - Quote
Breakin Stuff wrote: And if you bring in an autocannon I'm speccing out of the HMG. I would like to play a proper machinegunner, thanks
Fix the HMG to be like autocannons, like it should
I'm the Rayman of uplinks.
AIV member.
21 day EVE trial.
|
Jathniel
Ahrendee Mercenaries
1476
|
Posted - 2015.02.15 07:48:00 -
[115] - Quote
Breakin Stuff wrote:Jathniel wrote: So what exactly do you have in mind?
put the HMG heavies in a situation where their ideal combat arena is filled with snipers, forge gunners and rail rifles, ideally. If the HMG sucks ass in CQC this breaks the Heavy > All meta in half and forces people to use heavies to keep people out of the facilities entirely, by using them at entrances as overwatch, locking down open fields, etc, and NOT participating gleefully in the knife-fighting. If someone's in knife range the heavy should bluntly be dogmeat unless he's LUCKY.
That's a tough one......
I can see pulling this off as a redesign of the HMG to mimic the Breach FG. - Can't move when firing. - Super narrow firing cone with hyper-extended range and camera zoom, to put it into the long-range playing field.
As a caveat for this repurposing, I would make it effective against vehicles, triple the mag size/max ammo, and cut heat buildup by 50%. I would also give Sentinels a pinch of bandwidth and give them an equipment slot, to carry a hive or an uplink.
Proper positioning would be critical, to properly transform the Sentinel from a CQC lurker into a living, mobile, turret.
That's quite a change though. I wouldn't expect to hear people backing such a radical transformation for the HMG.
Retired
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7209
|
Posted - 2015.02.15 09:45:00 -
[116] - Quote
Jathniel wrote:Breakin Stuff wrote:Jathniel wrote: So what exactly do you have in mind?
put the HMG heavies in a situation where their ideal combat arena is filled with snipers, forge gunners and rail rifles, ideally. If the HMG sucks ass in CQC this breaks the Heavy > All meta in half and forces people to use heavies to keep people out of the facilities entirely, by using them at entrances as overwatch, locking down open fields, etc, and NOT participating gleefully in the knife-fighting. If someone's in knife range the heavy should bluntly be dogmeat unless he's LUCKY. That's a tough one...... I can see pulling this off as a redesign of the HMG to mimic the Breach FG. - Can't move when firing. - Super narrow firing cone with hyper-extended range and camera zoom, to put it into the long-range playing field. As a caveat for this repurposing, I would make it effective against vehicles, triple the mag size/max ammo, and cut heat buildup by 50%. The Sentinel suits will need to be reworked as well. I would give Sentinels a pinch of bandwidth and give them an equipment slot, to carry a hive or an uplink. Maybe increase their resistances by 10%, because if they aren't moving, they are going to be absorbing a LOT of fire. Proper positioning would be critical, to properly transform the Sentinel from a CQC lurker into a living, mobile, turret. That's quite a change though. I wouldn't expect to hear people backing such a radical transformation for the HMG.
movement lockdowwn is a crap mechanic. it puts the nail on the coffin of the breach as a useful standalone weapon.
Bandwidth is a no in my opinion under any circumstances, right now we do not needthe current best slayer to gain the ability to throw down hives or uplinks. The suits are bluntly fine. I use the IAFG as area denial. It works extremely well in the poen without adjustment.
Trust me, sentinels should have been in the open from the first place because the defenses are for a thing intended to take a lot of fire, and open ground makes up for the fact that your detection radius is inferior in all ways to the mark-1 eyeball.
the only thing sentinels lack for open ground work is an open ground weapon that performs poorly in CQC besides the Forge.
AV
|
Buwaro Draemon
WarRavens Capital Punishment.
1025
|
Posted - 2015.02.15 10:22:00 -
[117] - Quote
Breakin Stuff wrote:Jathniel wrote:Breakin Stuff wrote:Jathniel wrote: So what exactly do you have in mind?
put the HMG heavies in a situation where their ideal combat arena is filled with snipers, forge gunners and rail rifles, ideally. If the HMG sucks ass in CQC this breaks the Heavy > All meta in half and forces people to use heavies to keep people out of the facilities entirely, by using them at entrances as overwatch, locking down open fields, etc, and NOT participating gleefully in the knife-fighting. If someone's in knife range the heavy should bluntly be dogmeat unless he's LUCKY. That's a tough one...... I can see pulling this off as a redesign of the HMG to mimic the Breach FG. - Can't move when firing. - Super narrow firing cone with hyper-extended range and camera zoom, to put it into the long-range playing field. As a caveat for this repurposing, I would make it effective against vehicles, triple the mag size/max ammo, and cut heat buildup by 50%. The Sentinel suits will need to be reworked as well. I would give Sentinels a pinch of bandwidth and give them an equipment slot, to carry a hive or an uplink. Maybe increase their resistances by 10%, because if they aren't moving, they are going to be absorbing a LOT of fire. Proper positioning would be critical, to properly transform the Sentinel from a CQC lurker into a living, mobile, turret. That's quite a change though. I wouldn't expect to hear people backing such a radical transformation for the HMG. movement lockdowwn is a crap mechanic. it puts the nail on the coffin of the breach as a useful standalone weapon. Bandwidth is a no in my opinion under any circumstances, right now we do not needthe current best slayer to gain the ability to throw down hives or uplinks. The suits are bluntly fine. I use the IAFG as area denial. It works extremely well in the poen without adjustment. Trust me, sentinels should have been in the open from the first place because the defenses are for a thing intended to take a lot of fire, and open ground makes up for the fact that your detection radius is inferior in all ways to the mark-1 eyeball. the only thing sentinels lack for open ground work is an open ground weapon that performs poorly in CQC besides the Forge. What Sentinels are missing for open ground combat is a good Heavy weapon that can perform there. The HMG is a a CQC only weapon and since it is the only good Heavy weapon to slay infantry with.
I expect when the Amarr Heavy Weapon comes, we will see tons of Sentinels performing well on open ground. And if the the Caldari gets an Anti-Infantry Heavy Weapon... Sentinels would bee widely used. I forsee them as "Heavy Assaults" while the Assault suits will perform like "Light Assaults"
Changes to Damage mods!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7228
|
Posted - 2015.02.16 18:24:00 -
[118] - Quote
drop HMG to 2000 RPM, increase range to 40m.
puts it at 650 DPS-ish.
AV
|
Alex-ZX
Valor Coalition Red Whines.
265
|
Posted - 2015.02.17 02:22:00 -
[119] - Quote
Breakin Stuff wrote:drop HMG to 2000 RPM, increase range to 40m.
puts it at 650 DPS-ish.
Please do not mess with the hmg. If ccp want to makes autocannons in that way go ahead, but the hmg is good as it is right now. I wouldn't tolerate another nerf, in that weapon.
Also that is off topic. Talk about the Tar, ascr n bar.
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
|
MINA Longstrike
Kirjuun Heiian
2196
|
Posted - 2015.02.17 06:22:00 -
[120] - Quote
Alex-ZX wrote:Breakin Stuff wrote:drop HMG to 2000 RPM, increase range to 40m.
puts it at 650 DPS-ish.
Please do not mess with the hmg. If ccp want to makes autocannons in that way go ahead, but the hmg is good as it is right now. I wouldn't tolerate another nerf, in that weapon. Also that is off topic. Talk about the Tar, ascr n bar.
"Please don't take away my 900dps face melter I carry on a 2k ehp suit".
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
|
|
|
|
Pages: 1 2 3 [4] 5 6 :: one page |
First page | Previous page | Next page | Last page |