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Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.27 17:56:00 -
[1] - Quote
I don't think it's any big a secret at this point that the HMG was hit pretty hard with the nerf bat in this update. While this weapon was clearly overpowered in tight spaces and probably needed some sort of reduction in damage, now that I am into the higher damage versions I do foresee a point where it will be nearly useless against higher level prototype armors who will easily be able to tank straight through a barrage of fire negating the heavies support role as a real estate holder.
So, in light of this I have come to the conclusion that the DEVS will eventually dial the damage back up. So, my proposal is this:
No.
Instead of dialing the damage back up, why not give the HMG something more conducive to it's primary role as crowd control - Stopping power. Similar to the way the mechanic for the sentry gun from TF2 works, it should push back harder the closer you get dependent on the total armor HP of the target, i.e. their weight. So heavy suits feel next to nothing while jumping scouts get blown back like leaves.
Discuss below. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.06.27 18:18:00 -
[2] - Quote
Hmm, I'm not sure if I like this idea. I don't really see a need to push people back, and I think that'd cause more problems for me than any benefits it'd bring. If I'm hitting someone already, I'm capable of hitting them, obviously. If I push them back, though, I may push them to a place where they can hide. I've had plenty of fights where someone is running away from me down a hallway and they die before they reach an alcove they can duck into. I'd hate to push them to it so they can survive. I think my biggest concern with this, though, is I do max damage at close range, so why would I want to push someone into a range penalty (applied to me)?
I think the HMG just really could use slightly better cooling. It overheats way too quick now, and cools down soooo slowly if you get it right near its max threshold. I've had to swap to my SMG a number of times, which is always funny when someone reloads right in front of you because your gun overheated, and then you pop out another gun and shoot em in the face. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.27 18:45:00 -
[3] - Quote
Skytt Syysch wrote:Hmm, I'm not sure if I like this idea. I don't really see a need to push people back, and I think that'd cause more problems for me than any benefits it'd bring. If I'm hitting someone already, I'm capable of hitting them, obviously. If I push them back, though, I may push them to a place where they can hide. I've had plenty of fights where someone is running away from me down a hallway and they die before they reach an alcove they can duck into. I'd hate to push them to it so they can survive. I think my biggest concern with this, though, is I do max damage at close range, so why would I want to push someone into a range penalty (applied to me)?
I think the HMG just really could use slightly better cooling. It overheats way too quick now, and cools down soooo slowly if you get it right near its max threshold. I've had to swap to my SMG a number of times, which is always funny when someone reloads right in front of you because your gun overheated, and then you pop out another gun and shoot em in the face.
Yeah, they sort of double whammy'd the HMG and Forge Gun in this update due to QQ. Most of those doing the crying aren't fairing any better after the nerf - because they're terrible.
Luckily, there's a skill for reducing the overheat, HMG proficiency.
The "push back" effect wouldn't be so much of a push, not enough to push someone back super far, but more of a reduction in forward momentum and it would be higher the closer you are to target. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.06.27 18:46:00 -
[4] - Quote
Let's just say that there's a good reason why I decided to go for assault rifles on my heavy. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.27 18:52:00 -
[5] - Quote
Lilianna Sentinel wrote:Let's just say that there's a good reason why I decided to go for assault rifles on my heavy.
And that's the thing, HMG has little practical use anymore other than a sort of "knife" where by I can sneak up and backstab people. My lvl 1 SMG is more effective in a straight up gun fight than my lvl 5 HMG.
-Which is why I'm making this thread, to see if I can get it repurposed. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.06.27 18:59:00 -
[6] - Quote
Ignatius Crumwald wrote: Luckily, there's a skill for reducing the overheat, HMG proficiency.
What do you need in order to unlock that? Is it just HMG Operation L5? I haven't put much into HMGs, I've just been using the low level ones because they fit my playstyle better than the other guns, so I can rack up SP for HAV skills.
I guess a kind of slowdown effect would be more appealing than a pushback, though I'm not sure if that'd make it something everyone cried about again.
Aren't we supposed to be getting some kind of web grenade thing (is that what the flux one is? I totally forgot to look at those now that I think about it)? That might be all we need, chuck one of those at the floor when we see a scout coming. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.27 19:04:00 -
[7] - Quote
Skytt Syysch wrote:Ignatius Crumwald wrote: Luckily, there's a skill for reducing the overheat, HMG proficiency.
What do you need in order to unlock that? Is it just HMG Operation L5? I haven't put much into HMGs, I've just been using the low level ones because they fit my playstyle better than the other guns, so I can rack up SP for HAV skills. I guess a kind of slowdown effect would be more appealing than a pushback, though I'm not sure if that'd make it something everyone cried about again. Aren't we supposed to be getting some kind of web grenade thing (is that what the flux one is? I totally forgot to look at those now that I think about it)? That might be all we need, chuck one of those at the floor when we see a scout coming.
Yeah, you need HMG operation level 5... As for the Flux grenades, they're MIA.
I do think the stopping power thing or maybe a sort of concentrated fire damage multiplier bonus is they way to go here for HMG though. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
|
Posted - 2012.06.27 19:11:00 -
[8] - Quote
Ignatius Crumwald wrote: I do think the stopping power thing or maybe a sort of concentrated fire damage multiplier bonus is they way to go here for HMG though.
Maybe as the gun reaches close to overheating levels, it can start dishing out additional fire damage. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.27 20:24:00 -
[9] - Quote
Skytt Syysch wrote:Ignatius Crumwald wrote: I do think the stopping power thing or maybe a sort of concentrated fire damage multiplier bonus is they way to go here for HMG though.
Maybe as the gun reaches close to overheating levels, it can start dishing out additional fire damage.
It gets more accurate as it does, though that's not a plus unless you're in a mid range engagement., plus that would be sort of exploitable resulting in more QQ. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.06.30 05:33:00 -
[10] - Quote
I still like this idea better than upping the damage, so I'm bumping it. |
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