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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
437
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Posted - 2015.03.03 11:07:00 -
[61] - Quote
CCP Rattati wrote:Tesfa Alem wrote:What would be more intersesting is PC deaths.
If heavies have the most kills and the most deaths, would they still need a nerf? Thier K/S ratio twould say a lot more than the blindingly obvious.
Heavies suits are made for upclose point defense, PC is about grabing a letter and point defense. You don't need to redline the other team, you just need the majority of letters and keep them. I would be hard pressed to say its a revelation that heavies have the most kills by a good margin. But if heavy kills are in junction with the rest of the game outside of PC, then nerfing them doesn't make sense.
It aking to saying Logis have the most triage WP by a good margin, therefore nerf. Nobody would be surprised if there was data tommorrow saying Logis on average get 25% more WP
Anothing thing i noticed my end was the claim that the "incubus is fine by proxy" made by Rattati, because of python kills in PC. The highest ranked Proto Incubus has 909 kills on the chart. Only about 7427 kills behind the Python. Just saying.
The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't. Logi's keep Heavy's alive so they can keep that HMG Firing. Heavy only has two weapons to use Forge gun and HMG. Nerf it and you will see Heavy's with Light weapons kept alive by logis rep tool .Think about it again. 1.Heavy nerf Heavy weapon slot only for Heavy Weapon.
Question how long are they staying alive once combat starts?Shotgun scout take my heavy out to fast for my liking but I can live with that if I have a hmg that can kill that lightly armored scout . |
MINA Longstrike
Kirjuun Heiian
2267
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Posted - 2015.03.03 11:12:00 -
[62] - Quote
I would be okay with a HMG being a 50m ~500dps 30 seconds of fire (this is highly exaggerated) death-hose rather than a 'room by room brawler'.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
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Posted - 2015.03.03 11:12:00 -
[63] - Quote
If the HMG hits a certain range/damage threshold, the competitive players in PC will move directly to shotguns.
AV
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MINA Longstrike
Kirjuun Heiian
2267
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Posted - 2015.03.03 11:14:00 -
[64] - Quote
Breakin Stuff wrote:If the HMG hits a certain range/damage threshold, the competitive players in PC will move directly to shotguns.
Shotguns themselves could use a rework, and I would be entirely okay with heavies using shotguns at 20m
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Big miku
Nation of Miku
457
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Posted - 2015.03.03 11:35:00 -
[65] - Quote
SO when is the new heavy weapon coming, Complaining about the Heavy having a high kill stat with their only AI heavy weapon is a bit silly, of course it will close in on Rifles stats, it is the only heavy weapon for AI after all. The stats would even out if there were more heavy weapons, but hey Nerf away, go ahead and reduce the Heavy Frames HP and nerf the HMGs 30m Optimal Range and 50m Effective.
All in all, it will not change a thing unless you nerf the heavy down to Assault levels HP and make the HMGs damage DPS as low as an Rifle, at which point Heavys will just use Rifles.
And keep making the players figure out the weapon ranges, that is nice https://docs.google.com/spreadsheets/d/1FYU-aHBH9jmOdTd9LFJu6XlmvINRapJGw71OAE49Qec/edit#gid=0 |
VALCORE72
Dead Man's Game RUST415
221
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Posted - 2015.03.03 11:36:00 -
[66] - Quote
hmg nerf yeaaaa heavys with rails inc soon lol or shottys |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
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Posted - 2015.03.03 11:45:00 -
[67] - Quote
VALCORE72 wrote:hmg nerf yeaaaa heavys with rails inc soon lol or shottys This.
Bluntly the HMG and swarms both need a core overhaul.
They are not working as intended.
AV
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Tesfa Alem
Death by Disassociation
887
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Posted - 2015.03.03 11:50:00 -
[68] - Quote
To reply to rattati and the others who brought up valid points about heavies, K/S, reps, and logis.
I agree that heavy CQC dominance needs to be adressed. I dont think nerfing the HMG is the way to go about it. Its been modified in several hotfixes, and this hasn't stopped it from being a dominant CQC killer.
After all, CQC is their role, even if you nerf the HMG to 20m range, it will still devastate anybody who gets close. CQC in PC being the way it is, those fights are not happening at 40-50m out, they are happening in and around letters at 20m or less, where the most vicious fights take place. In CQC between the shotgun scouts, remotes, and the heavys, theres very little room for the assaults to fit in.
The minmatar assault is one of the few that can stick and move with the scouts which IMO explains its rise, and the Viziam Scrambler can charge single shot most scouts, can also explain why its use is disproportionatley higher in PC compared to the Pubs.
Another poster here brought up the point, that if its not the HMG, it will be bricked sentinels with the same logis on their butts, using the hardest hitting light weapons.
I ask any members of the hardcore PC community whether you see more heavy spam on the wide open maps or in the closed in city socket maps. Only two PCs that i have been in were in open maps, thats where dropships/scouts were dominant.
Compared to normal skirm, heavies sit on points there as well, but most of the fighting occurs in between points trying to cut off marauding bands of scouts and assaults.
Domination is point defense heavy heaven.
Ambush on open maps heavies get eaten alive. In CQC maps, they eat everybody else alive.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
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Posted - 2015.03.03 11:52:00 -
[69] - Quote
Let's be clear about one thing even though my posts might on the surface smell of "dont nerf my (insert stupid thing here).
I am all for fixing sentinels. I am all for making HMGs not be instapop deathvomit.
I am not, however, a fan of balancing methods which have, time and time again, proven either inineffectual or utterly neutering.
The whole "reduce HMG range/damage" have been done over and over again. And every single time within three patch cycles, someone gets it in their head that reverting those changes will provide a balanced fix.
This pendulum has been swung far too many times for me to have any faith in it's ability to solve the core issues with the gun. It's time to rethink how the gun works entirely.
AV
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DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:07:00 -
[70] - Quote
Zaria Min Deir wrote:Adipem Nothi wrote:John Psi wrote: Scout, whose task should be to EWAR
EWAR Scouts were put out to pasture with Falloff. The GalLogi is the only competitive Recon & Counter-Infiltration unit. What exactly do you mean by the Falloff mechanic removing the EWAR role from scouts? In what sense? Also, what I find interesting is, how several scouts have stated that the Gal Logi scans make them obsolete in PC, when both this chart, and the experiences of most who currently play PC, begs to differ. 4 out of the 10 top killers being scouts. And surpirisingly, REs are not the highest scout placement, even. Sentinels, scouts and vehicles, yep, that's PC. Maybe, however, we would see some variety in the weapons used by sentinels, if they had options other than HMG? Not saying the HMG doesn't need balancing, it clearly does. Also, poor Amarr Commando :(
the gal logi scans make dampened scouts obsolete, and i what mean is that you have to become paper thin to even have a chance of getting under them and when you do... gal logi active scans simply say "margin of error" and the everyone knows youre coming lol
so as long as there's at least one gal logi on the field, the scouts wont even bother with damps. theyll just speed mods shotgun, re's, nova knives and lurk around looking for enemy uplinks. or blind siding people while theyre preoccupied with other things.
all the scouts ive faced in PC unfortunately die in a fire, simply because i was expecting them because... gal logi told me they were coming. |
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shaman oga
Dead Man's Game
4093
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Posted - 2015.03.03 12:12:00 -
[71] - Quote
As expected AM sentinel is on top of that list.
The only reason AM assault is not there is because bad framerate make scr rifle worse than an automatic weapon.
Milk my barge > Acquire Key > Open mistery box > quit Dust514
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GLOBAL RAGE
Consolidated Dust
107
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Posted - 2015.03.03 12:15:00 -
[72] - Quote
SPEED......
MINASS is to fast
Nova knives on suits that are too fast
RE's dropped by suits that can run away too fast.
Shotguns on suits that are too fast, now the minass 4k kills..lol
Auto weapons like the ACR will be used because of bad hit detection.
HMG solves bad hit detection. slow EVERYTHING down-the game is broken.
I requested the APEX efficiency numbers, I already knew the results, so that the above points could be made. |
DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:20:00 -
[73] - Quote
Tesfa Alem wrote:To reply to rattati and the others who brought up valid points about heavies, K/S, reps, and logis.
I agree that heavy CQC dominance needs to be adressed. I dont think nerfing the HMG is the way to go about it. Its been modified in several hotfixes, and this hasn't stopped it from being a dominant CQC killer.
After all, CQC is their role, even if you nerf the HMG to 20m range, it will still devastate anybody who gets close. CQC in PC being the way it is, those fights are not happening at 40-50m out, they are happening in and around letters at 20m or less, where the most vicious fights take place. In CQC between the shotgun scouts, remotes, and the heavys, theres very little room for the assaults to fit in.
The minmatar assault is one of the few that can stick and move with the scouts which IMO explains its rise, and the Viziam Scrambler can charge single shot most scouts, can also explain why its use is disproportionatley higher in PC compared to the Pubs.
Another poster here brought up the point, that if its not the HMG, it will be bricked sentinels with the same logis on their butts, using the hardest hitting light weapons.
I ask any members of the hardcore PC community whether you see more heavy spam on the wide open maps or in the closed in city socket maps. Only two PCs that i have been in were in open maps, thats where dropships/scouts were dominant.
Compared to normal skirm, heavies sit on points there as well, but most of the fighting occurs in between points trying to cut off marauding bands of scouts and assaults.
Domination is point defense heavy heaven.
Ambush on open maps heavies get eaten alive. In CQC maps, they eat everybody else alive.
i did a PC against KEQ a week ago.
obviously we had a cargo hub and were defending. 2 inside and 2 out.
KEQ sent 4 guys outside to our home point. 3 scouts and one badly injured amarr assault. the scouts all died in a fire. and the assault guy was too wounded to do anything really.
on the inside, almost everything i shot at was amarr sentinel, each with over 1100 armor. why? easy. its so cramped in there that you cant engage anyone until youre bumping into each other. the heavies have so much eHP that 3 of them will hack while a 4th body blocks your shots. they can actually get the hack off before you can kill them all, individually, so thats where the scouts with re's come into play. you gotta bomb them all in one shot cause nothing else works.
its easier to fight indoors because it excludes so many other factors. snipers, long range weapons, and vehicles are largely ineffective. and everything else is ineffective against heavies with hmgs, so there's little room for anything else. show up in a heavie suit and your fairly well protected from light weapons in general. the only thing that effectively takes out heavies are the re's in cqc.
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DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:25:00 -
[74] - Quote
Breakin Stuff wrote:Let's be clear about one thing even though my posts might on the surface smell of "dont nerf my (insert stupid thing here).
I am all for fixing sentinels. I am all for making HMGs not be instapop deathvomit.
I am not, however, a fan of balancing methods which have, time and time again, proven either inineffectual or utterly neutering.
The whole "reduce HMG range/damage" have been done over and over again. And every single time within three patch cycles, someone gets it in their head that reverting those changes will provide a balanced fix.
This pendulum has been swung far too many times for me to have any faith in it's ability to solve the core issues with the gun. It's time to rethink how the gun works entirely.
get rid of its improved accuracy over firing time. OR increase scan range on all drop suits so we can see the heavies 50m out. they cant kill us if we can avoid them.
the fact that you cant see them until youre well within their optimal range is a problem IMO |
Juno Tristan
Obscure Reference
391
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Posted - 2015.03.03 12:26:00 -
[75] - Quote
Hey Rattati, a couple of questions
do you exclude logis when running rifle K/S stats?
is there a noticeable difference between shield vs armour suit performance?
(plus don't forget logi + heavy will affect the HMG performance)
ADS Ramming Revenge!
Plasma Cannon Rampage
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DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:28:00 -
[76] - Quote
CCP Rattati wrote:Tesfa Alem wrote:What would be more intersesting is PC deaths.
If heavies have the most kills and the most deaths, would they still need a nerf? Thier K/S ratio twould say a lot more than the blindingly obvious.
Heavies suits are made for upclose point defense, PC is about grabing a letter and point defense. You don't need to redline the other team, you just need the majority of letters and keep them. I would be hard pressed to say its a revelation that heavies have the most kills by a good margin. But if heavy kills are in junction with the rest of the game outside of PC, then nerfing them doesn't make sense.
It aking to saying Logis have the most triage WP by a good margin, therefore nerf. Nobody would be surprised if there was data tommorrow saying Logis on average get 25% more WP
Anothing thing i noticed my end was the claim that the "incubus is fine by proxy" made by Rattati, because of python kills in PC. The highest ranked Proto Incubus has 909 kills on the chart. Only about 7427 kills behind the Python. Just saying.
The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't.
can you determine if that's because those heavies have one are more logis repping them? i believe thats a factor. heavies are almost always being repped by at least 2 logis. often times i can cause enough damage to deter them from advancing but not actually kill them. then they group up and blob me with the help of the logis. |
Poultryge1st
KILL-EM-QUICK RISE of LEGION
95
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Posted - 2015.03.03 12:32:00 -
[77] - Quote
Breakin Stuff wrote:Let's be clear about one thing even though my posts might on the surface smell of "dont nerf my (insert stupid thing here).
I am all for fixing sentinels. I am all for making HMGs not be instapop deathvomit.
I am not, however, a fan of balancing methods which have, time and time again, proven either inineffectual or utterly neutering.
The whole "reduce HMG range/damage" have been done over and over again. And every single time within three patch cycles, someone gets it in their head that reverting those changes will provide a balanced fix.
This pendulum has been swung far too many times for me to have any faith in it's ability to solve the core issues with the gun. It's time to rethink how the gun works entirely.
Could not have put it better myself. If I remember correctly this will be the forth time the pendulum has been swung back the other way since the HMG was introduced to the game. Unfortunately I do not see it fixing the problem this time either.
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voidfaction
Nos Nothi
1235
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Posted - 2015.03.03 12:32:00 -
[78] - Quote
Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout.
noi¦Ü+ö+Æßû+(V)Faction
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7443
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Posted - 2015.03.03 12:42:00 -
[79] - Quote
Until the following things are addressed:
Strafing breaking hit detection. The supposed "fix" was only applied to the dropsuits that were incapable of using the exploit in the first place due to lower baseline speed. Sentinels, amarr and gallente assault/logi. Inertia must be added to dropsuits to fix this.
Fix the controls. Screw remapping, the X, Y, Z direction controls are the worst of any FPS I have played. Combine this with the strafe issue and the HMG with AA active is the only real counter.
Framerate drops: also affects hit detection.
Regardless of whether the HMG/Sentinel combo needs fixing (it does) without these three things, nothing will ever get fixed, especially with at least one CPM (soraya) actively opposing limiting things like chat and mail notifications in battle because apparently the core game is less important than social networking.
If anyone tries to call me on the last I'll post the skype logs. I'm done trying to be nice when over and over valid input has been utterly ignored by all indication.
This right here is the capper. After six months of offering solutions oonly to be treated like it's a repeat of the ADS crowd basically saying "we know we're OP, but we don't want to offer ideas for fixes."
I've been trying to provide useful feedback, as have many others. If we're wasting our time trying to help by all means say so. Because that's exactly what this feels like.
AV
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Tesfa Alem
Death by Disassociation
888
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Posted - 2015.03.03 12:49:00 -
[80] - Quote
voidfaction wrote:Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout.
The "Min assault problem" I'm going to run some comparable fits and see if it really pans out. I think its versatility that makes it the most popular, not simply speed.
In terms of pure DPS, , or HP stacking gallente/amarr assault can put out much more than the min. but vulnerable to an anti armor weapon.
Shield, certainly caldari is the king of those. Vulnerable to anti shield weapons.
Speed and being able to mix the two types of eHP to have some defense against all weapons type projectile, hybrid, blaster, and laser weapons is whats in the minmatars favor. A good shield and a good armor buffer. A dual tanked caldari can pull it off, but lose a lot of speed doing so.
all of my assaults are the racial ADV suits, though i admit some bias, Minmatar was my main assault suit for a very long time Gonna speed tank them all and check the stats, then make a thread about it later. I think i can get a lot more eHP out of a caldari or gallente speed tanked suit, maybe not toe to toe faster than the min, but quite a good ways up there. I think i can get quite a bit of speed out of the amarr, but not as much shield to make up for it.
More on that in another thread.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7444
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Posted - 2015.03.03 12:52:00 -
[81] - Quote
Minmatar dropsuits take more SP than any other racial to make effective.
Once you get those SP dialed in and figure out the speed tactics, you're pretty much death on a cracker because of bad hit detection. On those occasions when the shots register mminmatar ANYTHING goes down like a house of cards in a gale.
AV
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DeathwindRising
ROGUE RELICS
894
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Posted - 2015.03.03 12:52:00 -
[82] - Quote
voidfaction wrote:Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout.
they could do alot just by nerfing all weapon damage by 10%. Then add 10% damage bonuses to the appropriate suits.
the end result would something like this:
min assault 10% bonus to light projectile weaponry
min scout 10% bonus to sidearm projectile weaponry
what it also means, is that racial weapons would always perform better and their intended suit. a gal assault with AR would always be better than amarr assault with AR because the gal assault would get a 10% damage bonus over the amarr.
and to compensate for commandos, you just buff their damage bonus to 20%.
now you can balance suits by intended design, because no competitive player is going to put himself at a disadvantage by using a non bonused weapon on their suit.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7444
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Posted - 2015.03.03 12:55:00 -
[83] - Quote
DeathwindRising wrote:
and to compensate for commandos, you just buff their damage bonus to 20%.
Please don't. I know your suggestion is intended well but this will have serious consequences in the AV side. The kind that mean more vehicle rebalancing than we already have to do.
AV
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Juno Tristan
Obscure Reference
391
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Posted - 2015.03.03 12:56:00 -
[84] - Quote
I don't think get this spreadsheet
Is the first column total kills using the specific suit Third Column specific weapon 5th Column the combination of kills with that suit and that weapon
If so, then why has the python got 353,884 kills but there are only 11,647 kills for small turrets
ADS Ramming Revenge!
Plasma Cannon Rampage
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1346
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Posted - 2015.03.03 13:21:00 -
[85] - Quote
Haerr wrote:CCP Rattati wrote:The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't. What are the Scout Suits K/S?
10/10!
PC is SKIRMISH! Heavyes not needed nerf DPS, maybe he need to deprive excessive mobility, to prevent them from be used as a fast-moving Assaults?
Please support fair play!
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voidfaction
Nos Nothi
1235
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Posted - 2015.03.03 13:29:00 -
[86] - Quote
DeathwindRising wrote:voidfaction wrote:Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout. they could do alot just by nerfing all weapon damage by 10%. Then add 10% damage bonuses to the appropriate suits. the end result would something like this: min assault 10% bonus to light projectile weaponry min scout 10% bonus to sidearm projectile weaponry what it also means, is that racial weapons would always perform better and their intended suit. a gal assault with AR would always be better than amarr assault with AR because the gal assault would get a 10% damage bonus over the amarr. and to compensate for commandos, you just buff their damage bonus to 20%. now you can balance suits by intended design, because no competitive player is going to put himself at a disadvantage by using a non bonused weapon on their suit. Even though I like the idea of I use a tac-ar on a G-I scout so I already gimp myself enough. I don't need to be gimped even more and pushed to use the shotgun. Even though many THINK gal scout is shotguns they do have the hunter fitting that uses a AR and the blackeagle uses both shotgun and ar.
noi¦Ü+ö+Æßû+(V)Faction
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Adipem Nothi
Nos Nothi
7180
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Posted - 2015.03.03 14:03:00 -
[87] - Quote
Zaria Min Deir wrote:Adipem Nothi wrote:John Psi wrote: Scout, whose task should be to EWAR
EWAR Scouts were put out to pasture with Falloff. The GalLogi is the only competitive Recon & Counter-Infiltration unit. What exactly do you mean by the Falloff mechanic removing the EWAR role from scouts? In what sense?
There are three parts to EWAR: infiltration, counter-infiltration and recon.
Between HF Alpha and HF Charlie, there were two competitive EWAR Scouts: GA Scout - Infiltration CA Scout - Counter-Infiltration, Recon (long-range / low-precision)
Between HF Charlie and Falloff, there were three competitive EWAR Scouts: GA Scout - Infiltration AM Scout - Counter-Infiltration (short-range / low-precision) CA Scout - Recon (long range / high-precision)
Following Falloff, there remains one competitive EWAR Scout: GA Scout - Infiltration
Today, passive counter-infiltration and passive recon are both insufficiently potent to compete GalLogi long-range / low-precision active scans. Since Falloff, the GalLogi has replaced 2 of 3 EWAR Scouts and has become the only source of competitive recon and competitive counter-infiltration.
Whether or not this is good or bad is up for debate, but if our thinking is like John Psi's in that "Scouts should be out scouting" then our thinking is out-dated. Scouts are still good at sneaking, but they are no longer very good at scouting.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
7181
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Posted - 2015.03.03 14:18:00 -
[88] - Quote
^ How does this relate to the data?
Assuming this data is current (i.e. post-falloff), Scouts have the best odds of ducking GalLogi scans and getting in close enough to the heavy blob to toss REs at it or shotgun it. While I am surprised that their killcounts are so high, I suspect their kills/spawn to be relatively low when compared to that of the blob.
TL;DR: Sneaky Kamikazes.
Shoot scout with yes.
- Ripley Riley
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Lorhak Gannarsein
Nos Nothi
4371
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Posted - 2015.03.03 14:31:00 -
[89] - Quote
Adipem Nothi wrote:^ How does this relate to the data?
Assuming this data is current (i.e. post-falloff), Scouts have the best odds of ducking GalLogi scans and getting in close enough to the heavy blob to toss REs at it or shotgun it. While I am surprised that their killcounts are so high, I suspect their kills/spawn to be relatively low when compared to that of the blob.
TL;DR: Kamikazes. It's worth pointing out here that non-RE scout kills outnumber RE kills by a factor of four (at the outside; note that I didn't check past the top thirty results). While it's definitely likely that their K/S is lower than the Sentinel's, I'd wager that the Assault suit's K/S is somewhat lower still; based on the data if scouts and sentinels are to be modified in any direction they both ought to be modified downwards.
It's also clear, based on their sheer quantity, that Sentinels are incredibly prevalent (and presumably strong, though strictly speaking the numbers don't state that). It would be interesting to see how many HMG-wielders there would be had Sentinels a wider variety of anti-infantry weapons available to them, with a greater spread of ranges. I'd guess, though, based on the nature of PC (being a skirmish-type match where the city points are of vast importance) that the HMG would still tend to be the most popular of any other heavy weapons we might add.
Last but not least, the shotgun is (trailing at half the kills of the HMG, true) the second most prevalent weapon (in that top thirty mentions). It outstrips all four rifle classes. If the HMG is to be modified (and it definitely should be) I'd suggest keeping a close eye on shotgun performance - I expect to see it skyrocket, right behind Six Kin ACR usage.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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The-Errorist
1071
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Posted - 2015.03.03 14:36:00 -
[90] - Quote
You forgot about the Amr Sent's shield resistance to rails and armor resistance to projectiles. It's able to have the best total HP and that resistance to HMGs and combat rifles makes them extremely useful.
People use proto basic heavy frames with HMGs because mostly because it's a quicker SP investment and are 23k cheaper. They also have +5m scan radius and -5db better scan profile, +0.5 armor repair, plus other differences in base stats and slots.
Amr basic heavy trades 1 low slot for 1 more high slot (1 more damage mod).
Min basic heavy has +0.22 m/s sprint speed, +0.15 m/s movement speed, and +0.135 m/s strafe speed.
shaman oga wrote:As expected AM sentinel is on top of that list.
The only reason AM assault is not there is because bad framerate make scr rifle worse than an automatic weapon. Based on the data, the assaults who get the most kills in PC use mostly assault variants; what's stopping the Amarr assault from using an aSCR?
Suits, Tanks, a mode
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