Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
CRO' OLACHAN
Elysium's Electorate
34
|
Posted - 2015.08.19 22:04:00 -
[1] - Quote
The HMG is an effective CQC weapon, a great point defense weapon, and the aHMG is an amazing AV weapon. However, their is a horrible handicap.. The seize duration will kill even the most heavy of sentinels. There are many weapons that have skill books which greatly helps the disruption ratio of certain weapons. (A.E Combat rifles and assault rifles) I'm a GK.0 sentinel but I also run logi's and scouts. I am not just asking this for me but for all sentinels. Add a dispersion skill book (3% per level) or preferably something to help with the overheat. (2% reduction to heat build up or reduction of seize duration per level)
Discuss?
(Edit: 5% reduction to seize, taking it from 10 seconds to 7.5) |
Megaman Trigger
OSG Planetary Operations
455
|
Posted - 2015.08.20 00:16:00 -
[2] - Quote
I'd rather just see a reduction to heat build up, rather than seize duration.
Purifier. First Class.
|
CRO' OLACHAN
Elysium's Electorate
34
|
Posted - 2015.08.20 03:47:00 -
[3] - Quote
Likewise but if not it would be helpful to have 2.5 seconds taken off |
Shinobi MumyoSakanagare ZaShigurui
MeatBag Disposal Service LOGISTICS
2
|
Posted - 2015.08.21 16:33:00 -
[4] - Quote
I wouldn't want to see either , this makes you aware of what your doing and manage your hear better ... now is this fair because this is really the only weapon that one has such a burden with and I would say no , the scrambler should be the other since it's suppose to be heat monitored as well but it's not as much of a handicap as it is with the HMG .
I used to get tired of people complaining about the HMG and now that opposition has quelled and me personally , wouldn't want that to change and it would if both of you had your wish .
I'm not knocking you for either of your opinions but if either of the changes were implemented , people would have another hissy fit .
If either of you have been around for two years , hell ... even one then you would know what I'm talking about .
There was so much heavy / HMG hate , it was on par with HAV's and that was sad .
Instead of trying to find a common ground , people for the most part try to campaign to have roles and weapons changed so much that they become useless .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
|
Hector Carson
Till Death Rains The Empire of New Eden
218
|
Posted - 2015.08.21 16:43:00 -
[5] - Quote
I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles.
Logistics ak.0
Commando ak.0
|
Megaman Trigger
OSG Planetary Operations
463
|
Posted - 2015.08.21 20:18:00 -
[6] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: There was so much heavy / HMG hate , it was on par with HAV's and that was sad .
I think the Heavy hate was actually worse, as I recall threads wanting the full removal of both HMG and Sentinel (with Forge changed to Light Weapon) among the multiple nerf threads. They were dark times indeed.
Purifier. First Class.
|
Megaman Trigger
OSG Planetary Operations
463
|
Posted - 2015.08.21 20:20:00 -
[7] - Quote
Hector Carson wrote:I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles.
Agreed on the AHMG damage reduction, mostly because it outshines the HMG in CQC where it shouldn't. It also needs renaming to Breach HMG and the current HMG can be thr Assault variant.
Purifier. First Class.
|
Adipem Nothi
Nos Nothi
13
|
Posted - 2015.08.22 03:30:00 -
[8] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote: There was so much heavy / HMG hate , it was on par with HAV's and that was sad .
It was sad, but it was also justified. Just like the current HAV hate.
CPM Sgt Kirk - On Community
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
|
Posted - 2015.08.22 07:44:00 -
[9] - Quote
Megaman Trigger wrote:Hector Carson wrote:I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles. Agreed on the AHMG damage reduction, mostly because it outshines the HMG in CQC where it shouldn't. It also needs renaming to Breach HMG and the current HMG can be thr Assault variant. AHMG DPS is significantly lower than the standard HMG.
The range is what makes it a winning weapon.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Megaman Trigger
OSG Planetary Operations
469
|
Posted - 2015.08.22 13:34:00 -
[10] - Quote
Breakin Stuff wrote:Megaman Trigger wrote:Hector Carson wrote:I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles. Agreed on the AHMG damage reduction, mostly because it outshines the HMG in CQC where it shouldn't. It also needs renaming to Breach HMG and the current HMG can be thr Assault variant. AHMG DPS is significantly lower than the standard HMG. The range is what makes it a winning weapon. AHMG seems to be much more effective in CQC than the regular HMG, even with the lower DPS. Is that because of the dispersion?
Purifier. First Class.
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
|
Posted - 2015.08.22 14:41:00 -
[11] - Quote
Because from two years of observation, slow RoF weapons overall have better hit detection. You lose less shots and blueflash a lot less.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Thelos Aether
Y.A.M.A.H No Context
6
|
Posted - 2015.08.22 17:56:00 -
[12] - Quote
We should be able to help the cooldown (button mash to pump that cooling thing faster) or just give us the ability to switch weapon but at the cost of the hmg being damaged when we switch back (reduced fire rate or fast heat build up time or even a chance of critical machine failure.)
"I have a bullet with your name on it. I'll keep shooting until we find it."
|
CRO' OLACHAN
Elysium's Electorate
40
|
Posted - 2015.08.23 06:58:00 -
[13] - Quote
I'm just saying, it's effective but scrrs, ascrrs, rrs, arrs, all can out shine an hmg. On top of seizing for ten seconds. Example: 2 logis on one sentinel, blueberries being average blueberries, 5 enemies rush, even keeping them at bay you over heat, you die. At close quarters I don't think it's right for assaults to be able to whip out a Gk.0 with dual core reps. Even if I'm being shot at by 3 people with basic or even adv..sentinels are slow as hell for a reason. Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. I understand that a heavy can be godly but it isn't nearly as easy and/or effective as a gk.0 sentinel with a arr. Hell, give sentinels themselves bonuses to the use of forges and hmgs since we are the only ones (besides basic frames) that can use them. |
Hector Carson
Till Death Rains The Empire of New Eden
221
|
Posted - 2015.08.23 17:46:00 -
[14] - Quote
I believe a name change is in order for the Assault Heavy Machine Gun to Breach Heavy Machine Gun
Logistics ak.0
Commando ak.0
|
Megaman Trigger
OSG Planetary Operations
481
|
Posted - 2015.08.23 17:52:00 -
[15] - Quote
CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one.
A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels.
Purifier. First Class.
|
CRO' OLACHAN
Elysium's Electorate
40
|
Posted - 2015.08.24 00:38:00 -
[16] - Quote
Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels.
So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? |
Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
|
Posted - 2015.08.24 00:53:00 -
[17] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? On paper yes, but in action it depends on fitting and skill.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
|
Posted - 2015.08.24 07:46:00 -
[18] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved?
Sendinel should have a decided advantage but there's no reason why an assault being able to take a solo sent is bad design space.
Niche protection is bad. Perfect paper/rock/scissors play is boring. There needs to be margin for error that lets rock beat paper if paper isn't on the ball.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Megaman Trigger
OSG Planetary Operations
487
|
Posted - 2015.08.24 17:39:00 -
[19] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved?
If the Assault is smart about the fight, why shouldn't they be able to win?
Purifier. First Class.
|
CRO' OLACHAN
Elysium's Electorate
40
|
Posted - 2015.08.25 07:13:00 -
[20] - Quote
Megaman Trigger wrote:CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? If the Assault is smart about the fight, why shouldn't they be able to win?
Because in Cqc, (10m or less) unless they are using a shotgun or there are multiple, a single proto assault shouldn't deal more damage than a proto sentinel. It just doesn't make sense. If that's the case, running anything except a freedom assault is just not as effective as slapping on an arr or other light weapon. |
|
CUSE TOWN333
Ancient Exiles.
3
|
Posted - 2015.08.25 11:17:00 -
[21] - Quote
Megaman Trigger wrote:I'd rather just see a reduction to heat build up, rather than seize duration. yes and a very small buff to DPS would bring heavys back in line as one of the best CQC options.
AEs Diplomat. Hulkmode in the paint.
|
Megaman Trigger
OSG Planetary Operations
487
|
Posted - 2015.08.25 11:20:00 -
[22] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? If the Assault is smart about the fight, why shouldn't they be able to win? Because in Cqc, (10m or less) unless they are using a shotgun or there are multiple, a single proto assault shouldn't deal more damage than a proto sentinel. It just doesn't make sense. If that's the case, running anything except a freedom assault is just not as effective as slapping on an arr or other light weapon.
If an Assault can use their speed and cover to their advantage, why shouldn't they be able to take down a Sentinel with a Light weapon?
Purifier. First Class.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
|
Posted - 2015.08.25 11:43:00 -
[23] - Quote
Never mind that a smart assault player should be able to deal with an idiot in a sentinel suit.
When making scenarios absolute, you remove the ability for the outcome to be affected by skill.
If an assault can maneuver in close while avoiding the majority of incoming HMG fire then by all means there is no reason he should not kill the sent.
By the same token if the assault gets behind the sentinel and rakes him upside the back of the head with gunfire there is absolutely no justification for the sentinel being able to simply gut him.
I'll use romulus hex as an example: I have no goddamn idea how that bastard manages to be in my back arc every time I encounter him. But realistically it doesn't matter. He had my sentinel suit dead to rights and I paid for it with a clone loss (and a couple proto forge and HMG fits).
Was it unfair?
Mechanically not a chance. If an assault catches a sentinel dead to rights and presses the attack in smart fashion then the assault DESERVES TO WIN.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
|
Fox Gaden
Immortal Guides Learning Alliance
7
|
Posted - 2015.08.25 13:55:00 -
[24] - Quote
CRO' OLACHAN wrote:The HMG is an effective CQC weapon, a great point defense weapon, and the aHMG is an amazing AV weapon. However, their is a horrible handicap.. The seize duration will kill even the most heavy of sentinels. There are many weapons that have skill books which greatly helps the disruption ratio of certain weapons. (A.E Combat rifles and assault rifles) I'm a GK.0 sentinel but I also run logi's and scouts. I am not just asking this for me but for all sentinels. Add a dispersion skill book (3% per level) or preferably something to help with the overheat. (2% reduction to heat build up or reduction of seize duration per level)
Discuss?
(Edit: 5% reduction to seize, taking it from 10 seconds to 7.5) The idea is not to overheat. With careful fire control you can avoid overheat even with the Burst HMG, although it is a challenge. The standard HMG is easy to manage your heat on compared to the Burst, just not mindlessly easy as it used to be. You just have to pause your fire for a second once in a while. Its a good time to slip behind cover.
That being said, I am not on top of my game all the time, and sometimes I do overheat (particularly because I use the Burst a lot), and although the seize time is quite long, I am supersized at how often I manage to survive just by walking behind cover.
Yes, the seize time is long, but it is meant to be a serious consequence for screwing up. It makes the HMG harder to use so that it is not easy mode for every lazy flavor of the month chaser. If the seize time is a constant problem for you, it is because you are not using the HMG correctly. If you seize up and don't die, you got lucky, and you should be thankful.
But for people who don't like a seize up, I think the Amarr Heavy Weapon should just do increasing damage to the user when it overheats rather than seizing.
I have not seen you over at The Bastion. Come join the rest of the Sentinel community.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides Learning Alliance
7
|
Posted - 2015.08.25 14:02:00 -
[25] - Quote
Megaman Trigger wrote:Hector Carson wrote:I believe HMG are balanced and should not be messed with but what they probably should do is reduce the damage to the Assault HMG against infantry just a tad and keep the same damage against vehicles. Agreed on the AHMG damage reduction, mostly because it outshines the HMG in CQC where it shouldn't. It also needs renaming to Breach HMG and the current HMG can be thr Assault variant. Maybe, but that nerf would need to be small. It would not take much to nudge the AHMG from being very effective against infantry to being completely under powered against infantry.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Fox Gaden
Immortal Guides Learning Alliance
7
|
Posted - 2015.08.25 14:12:00 -
[26] - Quote
CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Megaman Trigger wrote:CRO' OLACHAN wrote:Fast assaults shouldn't be able to kill proto sentinels in cqc 1 on 1, or two on one. A single Sentinel shouldn't require an entire squad to deal with. A Sentinel being dual repped, sure, add 1 Merc per rep to the equation, but not a Sentinel by himself. Numbers should give other suits an edge over Sentinels. So on assault should be able to handle a Gk.0 in close quarters if no reps are involved? If the Assault is smart about the fight, why shouldn't they be able to win? Because in Cqc, (10m or less) unless they are using a shotgun or there are multiple, a single proto assault shouldn't deal more damage than a proto sentinel. It just doesn't make sense. If that's the case, running anything except a freedom assault is just not as effective as slapping on an arr or other light weapon. Your misconception stems from your perspective of being able to "deal more damage".
You should be thinking along the line of which one can "apply more damage". If you can't hit an Assault suit which is jumping around, sprinting, and strafing, but that Assault player can hit you while they are jumping or strafing, then the Assault suit is able to apply more damage, even if you would deal more damage if he was considerate enough to stand still while you shot at him.
Sentinels have greater health, and deal more damage, but have less mobility. That lack of mobility can be used against us, but that is balance.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Raven Tarmiskis
Planetary Response Organisation FACTION WARFARE ALLIANCE
7
|
Posted - 2015.08.26 14:20:00 -
[27] - Quote
I agree that the HMG is *supposed* to be a thinking man's weapon, there is no denying that however I agree that something should be done about the weapon seizing up via skills. Lets be honest people, there are times as a Sentinel that we're unloading on a large group of people that we shouldn't but we did because it was that or die. Maybe we were giving suppressing fire and overlooked the heat bar because of one reason or another.
I want to say that having a skill that lowers seize duration by 1% per level though would be the "best", that way you still have to think about your actions, but if you make a mistake it's not as costly. |
Vitharr Foebane
2
|
Posted - 2015.08.27 02:17:00 -
[28] - Quote
The old HMG Op skill used to be for heat up reduction. At the time we had a fairly lenient heat rate so it was decided to make the skill into kick reduction. Three f*cking heat nerfs later, I would love to see it go back to being heat up reduction
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
|
Scheneighnay McBob
Penumbra or something
7
|
Posted - 2015.08.27 04:00:00 -
[29] - Quote
Machine guns actually have 2 rates of fire: cyclic and sustained. Cyclic is just laying on the trigger, sustained is firing in a way that your ammo will run out before you overheat.
If you're having trouble with the HMG's seize duration, you probably aren't aware that sustained fire is a thing.
The anti-tunnel snake taskforce has assembled
|
CRO' OLACHAN
Elysium's Electorate
40
|
Posted - 2015.08.27 10:40:00 -
[30] - Quote
Point being, heavy machine guns, (not ahmgs) aren't where they should be. Having some form of a skill book to help in any way would, if nothing else, bring it closer to where they belong. Let's face it, a heavy machine gun should be powerful in the right hands, but if a proto arr or ar beats them in nearly every aspect of combat...why run it at all? I run it because I like the concept. Even if it's more effective to run an exp burst.. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |