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Darky SI
232
|
Posted - 2012.07.05 10:51:00 -
[1] - Quote
Heavy class= Heavy dropsuit + HMG
Feedback: The current situation of the heavy is highly unbalanced it has gone from Overpowred in the last build to Underpowered in this build! CCP you should find something in between. Nerfing the heavy class in three aspects was uncalled for, you nerfed the suit and the gun twice! Damage and overheating rate which render the HMG useless not to mention the high bullets scatters when start firing the HMG.
Before you judge me i have used the heavy exclusively from the last build and am still using it i have been playing for more than 2 months so i can say something wrong with current heavy. The overheating rate is so fast i can't fire enough bullets to kill the guy in front of me before it over heats! don't tell me fire in burst because every HMG users knows that this gun become more accurate with contiunous fire and if you release the trigger and fire again bullets will start scatter everywhere and few bullets will actually hit untill it start to align like a laser beam but then it overheat again!
The above probelm is worse when combined with reduced HMG damage i agree it needed a bit nerfing but not like this! if you going to make the overheat rate fast at least give us decent DPS so that we can actually kill before it overheat which take a good 30 sec to cooldown by then am already died. Obivously the nerfs on the HMG was unfair and am sure every HMG users agrees just look to how many use the heavy class currently very very few people because its uselss as it is now and the noobs won't go there too because the militia heavy dropsuit is a free kill.
BTW am using Advanced Heavy drop suit and the advanced HMG with maxed out Heavy machine gun operation which increase the damage and lvl4 Heavy machine gun operation proficiency which decreases the overheat rate but i can tell you it doesn't make much of a difference! it still overheat too damn fast, it dosent do enough damage and the bullet scatter is ridiculous.
I have been in countless fights 1vs1 and i lost most of them but losing to the Militia assault rifle is the worst and biggest evidence for the unbalanced heavy class i mean c'mon i spent more than 4 million SP to train my current Heavy and it goes down easly versus a ZERO SP militia assualt suit and rifle! i know am not bad player because i have played FPS all my life and in the previuos build i was going 20s & 30s easily but now i find it extremely difficult to reach 20 kills currently i average 10 kills/3 deaths a match.
Requests: - Increase HMG damage a bit - Decrease the overheating rate of the HMG or make the proficiency skill decease the overheat by 5% per level instead of the current 3% - RBS definitely need to be addressed but maybe by fixing the above this will be fixed automatically - Heavy movement on terrains is a bit sluggish it always stuck when climbing a rocks - Balance it your way if the above seems invalid - Training Heavy takes a lot of time and its so damn expensive am talking millions of SP for lvl4 related heavy skills so at least give us a satisfying outcomes! =======================================================================================
CCP please don't leave the Heavy class as it is cause i really love to be a heavy but currently its not worth it if you compare it to the other dropsuits and its driving a lot of potentail heavies away. I know you can tweak it once more and fix it you have done great job with other issues in the last build and we all appreciate it.
To all heavies out there who feel my pain please support this thread so that we have our pride back actually every DUST player should be concerned about this because in the future in your corp you will need a heavy support and you don't want a woozy heavy that can't even defend himself .
EDIT : Great feedback in the second page from Xocoyol Zaraoul, thank you |
Jon Varen
Bragian Order Amarr Empire
4
|
Posted - 2012.07.05 11:10:00 -
[2] - Quote
yeah - i wanted to play as a heavy - but they are slow and do very little damage. |
Finn Kempers
BetaMax.
222
|
Posted - 2012.07.05 11:12:00 -
[3] - Quote
They did say in the E3 build change notes that it was a brute force on the nerf and over time they will tweak things etc. |
Darky SI
232
|
Posted - 2012.07.05 11:38:00 -
[4] - Quote
@Jon Exactly its like heavies are a slow moving target practice!
@Finn I hope so cause i created this topic to bring there attention to this issue |
Brick Schitthawse
Crux Special Tasks Group Gallente Federation
17
|
Posted - 2012.07.05 11:50:00 -
[5] - Quote
Heavies should not be entering one on one battles with lighter suits since chances are you'll lose every time unless you get the drop on a poor fool from behind and hit them before they know what's happening.
Heavies, depending on their role, need to be supported by Assaults and logi's to ensure they are around to provide that extra bit of quick fire needed in a gun fight.
To be fair, I haven't played an HMG build this time round, instead concentrating on a Forge Gun anti-vehicle/battery character, and even though I carry an SMG, and can take down enemies with it, I more often lose, if I don't have support to get me out of trouble, just like I can get tanks to roll off objectives for the quicker members to get in there and take it. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.05 12:22:00 -
[6] - Quote
The problem is that it's is such a one dimensional class right now - and sort of a swiss army knife since if you put your skills that you would normally put into HMG into SMG you come out ahead. The Boundless breach SMG was only slightly less deadly at mid to close ranges than the Boundless HMG in the last build and now it out classes it by a mile - especially after the slight hipfire buff.
The "brute force" nerf was for the swarm which everyone agreed was broken. The HMG nerf was supposed to be till they could adjust the turn speed on the heavy, which they seemed to do anyway since they turn about 20% slower than other classes. Honestly the HMG wasn't that overpowered. If they would have just did the overheat nerf and kept the damage the same it would have been sufficient. As it stands the gun misses about 40% of its shots even at closer ranges making the 33% reduction seem like 66%. |
Darky SI
232
|
Posted - 2012.07.05 12:34:00 -
[7] - Quote
Brick Schitthawse wrote:Heavies should not be entering one on one battles with lighter suits since chances are you'll lose every time unless you get the drop on a poor fool from behind and hit them before they know what's happening.
Heavies, depending on their role, need to be supported by Assaults and logi's to ensure they are around to provide that extra bit of quick fire needed in a gun fight.
To be fair, I haven't played an HMG build this time round, instead concentrating on a Forge Gun anti-vehicle/battery character, and even though I carry an SMG, and can take down enemies with it, I more often lose, if I don't have support to get me out of trouble, just like I can get tanks to roll off objectives for the quicker members to get in there and take it. I agree with heavy role and support but the HMG as weapon have been rendered useless i don't want to hide and wait for help everytime i spawn alone. I don't have problem being killed by others even militia but when the militia guy in front of me firing at the same time shouldn't mow me down! |
Darky SI
232
|
Posted - 2012.07.05 12:41:00 -
[8] - Quote
Ignatius Crumwald wrote:The problem is that it's is such a one dimensional class right now - and sort of a swiss army knife since if you put your skills that you would normally put into HMG into SMG you come out ahead. The Boundless breach SMG was only slightly less deadly at mid to close ranges than the Boundless HMG in the last build and now it out classes it by a mile - especially after the slight hipfire buff.
The "brute force" nerf was for the swarm which everyone agreed was broken. The HMG nerf was supposed to be till they could adjust the turn speed on the heavy, which they seemed to do anyway since they turn about 20% slower than other classes. Honestly the HMG wasn't that overpowered. If they would have just did the overheat nerf and kept the damage the same it would have been sufficient. As it stands the gun misses about 40% of its shots even at closer ranges making the 33% reduction seem like 66%. EXACTLY! the HMG didn't need all that nerfing if they could tweak one aspect it would be balanced and yes i have noticed when i pull the trigger at enemy in front of me he doesn't receive any damage it feels like am firing nothing and its only sounds without bullets! Thank you Ignatius for reminding about this point, i'll add it in my post. |
OMEN STAR
19
|
Posted - 2012.07.05 15:16:00 -
[9] - Quote
+1 to this Am not a heavy but i feel sorry to what they have been turned into a fat free kills i used to be afraid of them now i seek them! some might disagree because they don't play as a heavy and they like how weak they are just to farm them but don't forget you will have Heavy allies on your corp. I hope CCP will heed your call |
Ronin Odachi
38th Joint Tactical Command
127
|
Posted - 2012.07.05 15:29:00 -
[10] - Quote
Maybe it's just me, but I actually have the most trouble with HMG equipped heavies. Granted, I've only really engaged them at practically point-blank range, but more often than not I get dismembered by them. Only time I've ever walked away is when I had backup on hand.
So maybe the best solution is one that increases accuracy when engaging from range? It seems to me they don't need any additional firepower up close. Granted I've never played with that setup, so I'm not intimate with the strengths and weaknesses. |
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Darky SI
232
|
Posted - 2012.07.05 16:42:00 -
[11] - Quote
Ronin Odachi wrote:Maybe it's just me, but I actually have the most trouble with HMG equipped heavies. Granted, I've only really engaged them at practically point-blank range, but more often than not I get dismembered by them. Only time I've ever walked away is when I had backup on hand.
So maybe the best solution is one that increases accuracy when engaging from range? It seems to me they don't need any additional firepower up close. Granted I've never played with that setup, so I'm not intimate with the strengths and weaknesses. engaging Heavy head-on bad idea especially if you stay still, take it from me as all time heavy don't stay still when you face heavy keep strafing cause this way my bullets will scatter everywhere and few will hit you. In the previous build i din't have problem with strafing and jumping scouts because the HMG damage was too high that if i can lead them for 5-10 sec i kill them easily but now bullets carry less damage and the overheat makes me count on every single bullet to save my fat ass, believes me heavy are not that scary unless they have support.
And yes engaging from range is your best bet, our effective range is short similar to the SMG. if you want to know how weak the heavy is try using it for few matches and you will realize how you can out-play them Good luck and god help us till the next fix |
Ghural Bear
The Southern Legion
63
|
Posted - 2012.07.06 03:35:00 -
[12] - Quote
I started playing a heavy with the E3 build and was surprised by how weak they seemed. The HMG (which I love as a weapon) seems weak compared to other weapons. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.07.06 03:52:00 -
[13] - Quote
The HMG is without a doubt underwhelming. On paper, it still does more damage ouput than any other light weapon. In practice, it does less. Much less.
The overheat is perfect. This was the only change this gun needed, in conjunction with the suit's turn speed reduction, I love where the heavy is at. The damage nerf to the HMG was in no way needed and needs to be reverted. The reason the HMG was overpowered was not the base damage, it was the sheer number of bullets you could put into the air. The overheat is an acceptable hard cap to this. Where you could previously fire 210 out of 300 rounds nonstop into a group of enemies and usually chain multiple kills, you can now only shoot 125. The proficiency skill lowers the rate of overheat, which is fine.
The OP's proposed changes might make the HMG a little too good again. Keep the overheat as-is, revert the damage change. The mobility changes to the heavy took care of the rest.
As for the forge gun... It desperately needs its old reticle back, and the screen shake when charging/charged needs to be more meaningful. It used to be tricky to aim this thing at longer ranges, and now it is far, far, too easy to nail a target spot on. The old shake used to make you miss and the imprecise nature of the reticle prevented you from sniping. Now, I can snipe with this thing all day long. The reduced splash doesn't even matter because I can hit someone 300m away directly in the chest. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.07.06 05:29:00 -
[14] - Quote
Current me if I'm wrong but heavies were suppose to be something u had to worry bout if u ran across one but now they have three fold weakness one they are SLOW (as they should be) two their weapon for antipersonnel is worthless and three they get chewed up by every weapon in the game. It takes no tactics to beat a heavy now and I've tried everything I can think of to make them the mini roadblock they should be. Now I understand they should not be able to go through 20 gun fights and still be going strong but in a one on one they should be able to beat any other infantry at close to mid-close range if they both are equally skilled... I mean look at snipers u don't go running straight at them u flank them cause u know one head shot and I've got issues so y can u run straight at a heavy and have no fear of him taking u down? |
onlyelisha
Algintal Core Gallente Federation
86
|
Posted - 2012.07.06 11:38:00 -
[15] - Quote
When I first play heavy, I thought I'd be playing as a powerhouse that could at least stand a decent chance against a tank and could hold their own against one or two guys.
Instead I was a chubby guy that would walk around as these scrawny guys would shoot me dead from halfway across the map. |
Darky SI
232
|
Posted - 2012.07.06 12:25:00 -
[16] - Quote
Thank you guys for the feedback i really appreciated. I agreed that HMG indeed needed nerf but as Nova and other said the increased overheating rate is enough to balance it.
@onlyelish @Choa Wolf heavy shouldn't be pushed around like that and yes according to CCP the heavy can go toe to toe with a tank at least for a few seconds but now we can't hold our own against assault and scouts! I really hope this thread gets CCP attention and fixes the heavy class by buffing the HMG damage |
Fuma Centuri
Amarr Templars Amarr Empire
107
|
Posted - 2012.07.06 12:28:00 -
[17] - Quote
I rolled a heavy by randomly choosing race and class and stuff. So I got a rocket launcher and a crappy pistol to start. I found that rather bad and looked around the market. Bam! A minigun. That, I said to myself, is going to fit perfectly for my heavy suit. A few skillpoints later I was a happy owner of a minigun which I found out doesn't even need a charge-up to shoot. Sweet! - So I thought. After a much disappointing try to get any kills from range, I figured it's more of a close-quarters ambush facemelting gun. Nope. I still got owned by assault rifles more often than not. So I tried attacking tanks. Still no luck. Even at medium range this gun cannot reliably hit a damn tank with its accuracy.
By now I've tried multiple heavy guns like the forge, mass, rockets, and so far I'm disappointed. Nothing can match the versatility of ARs.
The movement speed of heavy suits I don't mind. I have enough hitpoints to be happy to move slower. I do mind that no heavy gun is actually good at killing people. Swarms are excellent at swatting down silly militia dropships, but the HMG is meh at shooting people from more than 10 inches away.
My random idea to fix the gun: If the overheating was too slow and accuracy too good before, why not combine both drawbacks and let player skill balance it out? Leave the overheating as is, but change the accuracy to increase with temperature. (Instead of counter-weights kicking in to stabilise, say that the alloy expands at higher temperatures and the design is made to operate most efficiently at moderate temperatures.) What this would mean is HMG accuracy gets a penalty of X if the gun completely cold and a penalty of X again if the gun is almost overheating. With probably the middle-ish temperature range giving players no penalty. This solves the problem of burst fire in HMG being completely useless and inaccurate. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.07.06 12:29:00 -
[18] - Quote
let's hear it folks stand up for the heavies they're to slow to get here and stand for them selves so we must speak up... Well we have to speak for those not here already |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.06 12:36:00 -
[19] - Quote
Nova Knife wrote:
As for the forge gun... It desperately needs its old reticle back, and the screen shake when charging/charged needs to be more meaningful. It used to be tricky to aim this thing at longer ranges, and now it is far, far, too easy to nail a target spot on. The old shake used to make you miss and the imprecise nature of the reticle prevented you from sniping. Now, I can snipe with this thing all day long. The reduced splash doesn't even matter because I can hit someone 300m away directly in the chest.
That would be fine with me if we can get back our movement speed when charging. It's near impossible to duke it out from cover with a decent vehicle driver/pilot as it is now, and if you take the new "sniper" reticule away forge heavies will be a sitting duck for infantry as it is now. |
Darky SI
232
|
Posted - 2012.07.06 12:43:00 -
[20] - Quote
Fuma Centuri wrote:I rolled a heavy by randomly choosing race and class and stuff. So I got a rocket launcher and a crappy pistol to start. I found that rather bad and looked around the market. Bam! A minigun. That, I said to myself, is going to fit perfectly for my heavy suit. A few skillpoints later I was a happy owner of a minigun which I found out doesn't even need a charge-up to shoot. Sweet! - So I thought. After a much disappointing try to get any kills from range, I figured it's more of a close-quarters ambush facemelting gun. Nope. I still got owned by assault rifles more often than not. So I tried attacking tanks. Still no luck. Even at medium range this gun cannot reliably hit a damn tank with its accuracy.
By now I've tried multiple heavy guns like the forge, mass, rockets, and so far I'm disappointed. Nothing can match the versatility of ARs.
The movement speed of heavy suits I don't mind. I have enough hitpoints to be happy to move slower. I do mind that no heavy gun is actually good at killing people. Swarms are excellent at swatting down silly militia dropships, but the HMG is meh at shooting people from more than 10 inches away.
My random idea to fix the gun: If the overheating was too slow and accuracy too good before, why not combine both drawbacks and let player skill balance it out? Leave the overheating as is, but change the accuracy to increase with temperature. (Instead of counter-weights kicking in to stabilise, say that the alloy expands at higher temperatures and the design is made to operate most efficiently at moderate temperatures.) What this would mean is HMG accuracy gets a penalty of X if the gun completely cold and a penalty of X again if the gun is almost overheating. With probably the middle-ish temperature range giving players no penalty. This solves the problem of burst fire in HMG being completely useless and inaccurate. +1 to your random fix i really like it |
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Sylwester Dziewiecki
Doomheim
83
|
Posted - 2012.07.06 13:28:00 -
[21] - Quote
Nova Knife wrote: As for the forge gun... It desperately needs its old reticle back, and the screen shake when charging/charged needs to be more meaningful. It used to be tricky to aim this thing at longer ranges, and now it is far, far, too easy to nail a target spot on. The old shake used to make you miss and the imprecise nature of the reticle prevented you from sniping. Now, I can snipe with this thing all day long. The reduced splash doesn't even matter because I can hit someone 300m away directly in the chest.
Explain to me why 60.000 years in the future, people need to have a problem with "screen shake" ? "The reduced splash doesn't even matter because I can hit someone 300m away directly in the" ..from the roof at least 20m above him. I tried and I could not find you on K/D ratio & Kill list, so you need to have less then 950 kills and 3.12 ratio so whatever you do all day is not a killing. |
Tehfiend
Burque Enterprises
0
|
Posted - 2012.07.06 14:35:00 -
[22] - Quote
I personally think it's fine as is.
I do use an AR with a heavy drop suit so might be biased but I also often use an AR with assault drop suit as well because of it's speed and equipment slot for drop uplinks. Both suits have their pro's and cons regardless of the weapon you use. As far as HMG's being under-powered, I don't completely agree. I will admit they might be able to use a very slight boost to damage but honestly any time I face a HMG in CQC I have to fall back or die if they know how to use it. They should suck at range so I think that is fine.
/$0.02 |
Tehfiend
Burque Enterprises
0
|
Posted - 2012.07.06 14:40:00 -
[23] - Quote
Sylwester Dziewiecki wrote:I tried and I could not find you on K/D ratio & Kill list, so you need to have less then 950 kills and 3.12 ratio so whatever you do all day is not a killing.
Whoa there's a kill list? I can't find it anywhere could you post a link pretty please?
Edit: Nevermind I found it in game derp |
Darky SI
232
|
Posted - 2012.07.06 15:17:00 -
[24] - Quote
Tehfiend wrote:I personally think it's fine as is.
I do use an AR with a heavy drop suit so might be biased but I also often use an AR with assault drop suit as well because of it's speed and equipment slot for drop uplinks. Both suits have their pro's and cons regardless of the weapon you use. As far as HMG's being under-powered, I don't completely agree. I will admit they might be able to use a very slight boost to damage but honestly any time I face a HMG in CQC I have to fall back or die if they know how to use it. They should suck at range so I think that is fine.
/$0.02 if you played against a heavy in the last build you would understand why its under-powered in this build but that doesn't mean i want it back as OP no i just want fair fight against other suits and weapons. Try using it for a while and you will know how weak a heavy with HMG now you must be unlucky if you lost everytime you face a heavy. |
Garl Dravon
Algintal Core Gallente Federation
30
|
Posted - 2012.07.06 21:42:00 -
[25] - Quote
Brick Schitthawse wrote:Heavies should not be entering one on one battles with lighter suits since chances are you'll lose every time unless you get the drop on a poor fool from behind and hit them before they know what's happening.
.
I disagree with this entirely. Heavies should win every one-on-one encounter with scouts, assaults, and logistics when both sides stand still and fire into each other. Scouts have quick jumps and strafing to survive. Assaults and logistics have their mid-range advantage where the HMG is less efficient.
If I come around a corner and I'm looking at a scout, I want to be able to rip him in half. If I'm trying to run to an objective and a scout behind me has a sniper rifle, I'm guaranteed dead. This is pretty balanced. |
bjorn morkai
Sanmatar Kelkoons Minmatar Republic
4
|
Posted - 2012.07.06 21:50:00 -
[26] - Quote
its not a class.... its a suit.... thank you.... |
Adun Red
Brutor Vanguard Minmatar Republic
57
|
Posted - 2012.07.06 23:04:00 -
[27] - Quote
Finn Kempers wrote:They did say in the E3 build change notes that it was a brute force on the nerf and over time they will tweak things etc.
I hope your right. |
Darky SI
232
|
Posted - 2012.07.07 10:00:00 -
[28] - Quote
bjorn morkai wrote:its not a class.... its a suit.... thank you.... lol i know if you noticed in top my post i wrote: Heavy dropsuit + HMG = Heavy Class |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.07.07 10:26:00 -
[29] - Quote
Sounds like the heavy machine gun has it tough.
Oddly enough, I am using SMG on my heavy and I am killing people left and right when they come close if they come close that is. One clip is usually more than enough for anything else than other heavy which takes about 2 clips usually. |
sansey Inferno
Inferno Inc
43
|
Posted - 2012.07.07 11:28:00 -
[30] - Quote
i kill heavy class with 1lvl assault rifle now, dont see problem just a move faster and little lucky) |
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Darky SI
232
|
Posted - 2012.07.07 15:20:00 -
[31] - Quote
you see the problem here is not how to ge kills with the heavy dropsuit its the HMG equpied on Heavy dropsuit is broken you can't do well with this combination and i know i can fit AR to it to do well but i refuse to throw the HMG since its the Standard weapon for the heavy dropsuit and it suppose to be a Killing Machine currently its the weakest weapon in the game. |
Adun Red
Brutor Vanguard Minmatar Republic
57
|
Posted - 2012.07.12 11:55:00 -
[32] - Quote
I have played both almost exclusively in last few builds and I hope they will scale better in the future as far as HMG overheating between the tiers and agility for the heavy suit as we progress. The tiers really need to be looked at as far as scaling. Our engagement zone is redonkulas now.
Assault and Scout suits have too many advantages now speed wise. HMGs have to use short bursts and engagement range has been shortened big time. This really needs to be looked at before release especially if you want people to continue to bunny hop and close as fast as they are now.
All you can do VS ARs is run and hide in medium and long ranges. Our chances in CQC is almost just as bad with the speed of suits.
Once sniper rifles get their targeting range buff I see heavy suits in even more trouble.
When a scout suit with a shotgun or even an SMG closes you are hard pressed to track them and IMO this is another reason why Heavys need a little more agility and HMG has to scale better for longer bursts before overheating. Same goes vs the assault suit once it closes with their speed.
Look at the stats on HMG and correct me if I am wrong but there is nothing to scale the overheating which is basically a new nerf feature on the HMG.
I am not saying a militia gear should have this right out of the box. Our chances should scale better though as we progress through the tiers though.
I understand they both needed to be adjusted but this is too much IMO.
Ok. That was my post days ago. After thinking about it more I would suggest the following changes.
The heavy suit needs to be more agile and no not faster. We really need to be able to turn better vs scouts and assaults in our mediocre killing zone.
Meet us halfway the DPS nerf we received or improve our burst aim. I am in a tier 3 suit with upgraded mods, tier 5 HMG and still getting bashed by mitlia in my own optimal at times.
Overheating proficiency needs to be increased to 5% IMO and the overheating in general needs to at least let us empty 3/4s or clip un buffed by HMG prof. Remember we can not reload when overheated either. That is a double nerf.
Forge gunS, assault included need an time indicator and a better aim-er thing. |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.07.12 13:31:00 -
[33] - Quote
so glad this post is here, good work Darky. HMG is broken no doubt, i quite like the increased accuracy with heat up idea mentioned earlier as I feel the over-heating is a fair nerf although a little too quick. It's not just the gun that has me tearing my hair out though, how is it that my 1100 HP's are taken down in 1-2 seconds by a gun (AR) that starts at around 30 HP a hit? We are slow and cumbersome, to kill us should take teamwork and attrition not half a clip! If you see me coming, run away and get your mates, I should not be easy meat one on one and if you run away, I cant kill you! Granted when we can fight with our corp mates (please implement that soon ccp!) we can adopt our more specific roles with support from squad which will help but i do hope we are suitably unnerfed before then.......oh and sort the flippin' AR's out! lol |
Darky SI
232
|
Posted - 2012.07.12 14:06:00 -
[34] - Quote
Booker DaFooker wrote:so glad this post is here, good work Darky. HMG is broken no doubt, i quite like the increased accuracy with heat up idea mentioned earlier as I feel the over-heating is a fair nerf although a little too quick. It's not just the gun that has me tearing my hair out though, how is it that my 1100 HP's are taken down in 1-2 seconds by a gun (AR) that starts at around 30 HP a hit? We are slow and cumbersome, to kill us should take teamwork and attrition not half a clip! If you see me coming, run away and get your mates, I should not be easy meat one on one and if you run away, I cant kill you! Granted when we can fight with our corp mates (please implement that soon ccp!) we can adopt our more specific roles with support from squad which will help but i do hope we are suitably unnerfed before then.......oh and sort the flippin' AR's out! lol I couldn't agree more my friend |
Flash Skyrunner
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2012.07.12 15:01:00 -
[35] - Quote
Agreed! My gun shouldn't overheat just as it starts actually firing where I'm aiming |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.12 15:36:00 -
[36] - Quote
I can still kill people with the HMG just its not as reliable as it used to be heat generation is way too much and the basic skill no longer reduces the heat making it much harder to get good with the gun at first. |
Corban Lahnder
ZionTCD Legacy Rising
158
|
Posted - 2012.07.12 16:15:00 -
[37] - Quote
I think CCP is trying to press HMG wielding heavies into more of a fire support role and less of a: "YARRR I WIN ALL ONE ON ONE DUELS ALL THE TIME EVERY TIME!!!!!!11111-" roll as it was in the previous beta build. When I play my HMG heavy I always seem to do better if theres at least one or two other squad members present of any class.
I do agree the heavy machine gun does seem to be overheating remarkably fast.
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Darky SI
232
|
Posted - 2012.07.12 16:26:00 -
[38] - Quote
@Iron Wolf Saber exactly my thoughts
@Corban Lahnder i agree Heavy can be more of a support role but still heavy can be in the front-lines mowing down enemy resistance and "supporting" his teammates at the same time and for that we need a good weapon
Cheers^^ |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
259
|
Posted - 2012.07.12 16:28:00 -
[39] - Quote
My take on things:
]I extensively played the Heavy and the Scout suit last build (Over 10 million SP just for Heavy Dropsuit and HMG usage, not counting other skills for other things), this build however...
- The nerf to the militia suit is needed, as the Heavy is too much of a critical item to allow it to be that powerful for free.
- The new map naturally is anti-heavy due to the open feel of it, and how powerful ARs are now which will decimate any heavy due to how slow they are (Communication and Biomass had natural hunting ground for heavies that they could stick to).
- The HMG is one of the worst weapons now, if not the worst.
Why the heavy will naturally be at a disadvantage with this build, all of the following is acceptable:
- The open map causes the Heavy to be constantly in the "crossing in the open" syndrome, which means it is an easy target due to the large profile and slow speed.
- The HMG is garbage in an open map, and rightfully so.
My issues with the HMG that need to be addressed:
- The HMG can only be used on the suit with a X8 skill and with a high natural base ISK cost. It also has a 50% higher SP cost for related skills compared to standard weapons. It also has a higher base ISK cost. This means it should be inherently more powerful on a weapon per weapon basis due to requiring a higher investment.
- An HMG is supposed to be able to be used for suppression fire or fully automatic fire, historically and in literally every war and literally every video game, and HMG is not an Assault Rifle nor an SMG.... Period. The current HMG does not act like it should.
- The current HMG needs to be firing for extended periods of time for the reticule to close. Currently however this is not feasible as by the time the aiming reticule closes you are about to overheat and must stop firing. Before it was balanced by you using an excessive amount of ammo to "tighten" your aim in the past build, this current build though you are forced to burst fire with an HMG (which... Is beyond painfully stupid, I'm sorry that I can't word this last point in a polite fashion).
- Your Breach Assault Rifle can fire longer then your Heavy Machine Gun in an extended period of fire... Something is wrong with this. No assault rifle should ever, under any circumstances, be able to sustain automatic fire longer then a heavy machine gun as conceptually this defeats the very purpose of a Machine Gun. This is a major issue.
- It is more viable to use an Assault Rifle with a heavy then it is to use an HMG for anti-personnel purposes and even anti-vehicular due to increased Damage per minute (HMG's superior DPS is not important when you consider how fast it overheats as well as the 8 second reload, mainly the super fast overheat), accuracy and range (Why does the HMG have horrible range?).
- If the HMG is meant to be super-inaccurate then why is the range on it so bad? It should be able to fire just as far as an assault rifle if the reticule is massive as that means either A.) the majority of your shots will miss due to a big reticule or B.) you have to waste an insane amount of ammo (and time which is critical in a firefight which means free shots for the enemy) to tighten your reticule to where you can hit the enemy a decent portion of the time. The old HMG could do medium range combat if it wasted a lot of ammo tightening up, the new HMG can't do this anymore (mainly due to overheating so fast). Regardless range seems a bit short. This is a very minor issue in my opinion, but I figure I should mention everything major and minor.
- Having twice the rate of fire on an assault rifle is worthless when you literally have half of the damage... this means that the HMG will do exactly the same damage as an assault rifle... Why? Also a reminder that it has an 8 second reload and costs more ISK and costs 50% more SP and overheats causing it to do LESS PRACTICAL DPS then an assault rifle, and when counting in the horrible default reticule (even the tight reticule is crap compared) means there is literally no situation that an HMG performs better. Ever. This is a major issue.
I am extremely disappointed that the only point of using a heavy is to use a forge gun now, and that the HMG is useless (literally outperformed in every situation by SMGs and ARs). Heavies should be king in short range and die at long range. Last build the issue was the Militia spam of heavy suits (which your nerf to militia heavies fixed, good job), the HMG was not a real issue as they usually died rather well in the open to ARs or in super close range to Scouts.
I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game. For clarification, the shotgun will still have a purpose as it is better in super-close range due to being able to be mounted on fast, maneuverable suits and costing less SP to use. |
Darky SI
232
|
Posted - 2012.07.12 16:40:00 -
[40] - Quote
@Xocoyol Zaraoul you just summed up what CCP should know about the HMG, great feedback man thanks for stepping by. |
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Moorian Flav
Ectype Inc.
20
|
Posted - 2012.07.12 17:20:00 -
[41] - Quote
This is the 4th thread I've seen on this same subject. Yes, it is underpowered or needs to remove the easy overheating. I'd go into a longer explanation but already did so in two other threads. |
Darky SI
232
|
Posted - 2012.07.13 15:52:00 -
[42] - Quote
Moorian Flav wrote:This is the 4th thread I've seen on this same subject. Yes, it is underpowered or needs to remove the easy overheating. I'd go into a longer explanation but already did so in two other threads. Multiple threads addressing the same issue means there is indeed a problem with item under subject and thats how Swarm launcher got fixed, though i agree it might flood the forums and cause a bit of repeation but you, me and everyone on this beta has the right to give his own feedback. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.07.13 19:08:00 -
[43] - Quote
Sylwester Dziewiecki wrote:Nova Knife wrote: As for the forge gun... It desperately needs its old reticle back, and the screen shake when charging/charged needs to be more meaningful. It used to be tricky to aim this thing at longer ranges, and now it is far, far, too easy to nail a target spot on. The old shake used to make you miss and the imprecise nature of the reticle prevented you from sniping. Now, I can snipe with this thing all day long. The reduced splash doesn't even matter because I can hit someone 300m away directly in the chest.
Explain to me why 60.000 years in the future, people need to have a problem with "screen shake" ? "The reduced splash doesn't even matter because I can hit someone 300m away directly in the" ..from the roof at least 20m above him. I tried and I could not find you on K/D ratio & Kill list, so you need to have less then 950 kills and 3.12 ratio so whatever you do all day is not a killing.
I know you're probably new here, but Nova Knife probably has near the most hours of any beta tester in the game, and the most dedicated to testing everything, not just one or two classes. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.13 23:54:00 -
[44] - Quote
Xocoyol Zaraoul wrote:My take on things: ]I extensively played the Heavy and the Scout suit last build (Over 10 million SP just for Heavy Dropsuit and HMG usage, not counting other skills for other things), this build however...
- The nerf to the militia suit is needed, as the Heavy is too much of a critical item to allow it to be that powerful for free.
- The new map naturally is anti-heavy due to the open feel of it, and how powerful ARs are now which will decimate any heavy due to how slow they are (Communication and Biomass had natural hunting ground for heavies that they could stick to).
- The HMG is one of the worst weapons now, if not the worst.
Why the heavy will naturally be at a disadvantage with this build, all of the following is acceptable:
- The open map causes the Heavy to be constantly in the "crossing in the open" syndrome, which means it is an easy target due to the large profile and slow speed.
- The HMG is garbage in an open map, and rightfully so.
My issues with the HMG that need to be addressed:
- The HMG can only be used on the suit with a X8 skill and with a high natural base ISK cost. It also has a 50% higher SP cost for related skills compared to standard weapons. It also has a higher base ISK cost. This means it should be inherently more powerful on a weapon per weapon basis due to requiring a higher investment.
- An HMG is supposed to be able to be used for suppression fire or fully automatic fire, historically and in literally every war and literally every video game, and HMG is not an Assault Rifle nor an SMG.... Period. The current HMG does not act like it should.
- The current HMG needs to be firing for extended periods of time for the reticule to close. Currently however this is not feasible as by the time the aiming reticule closes you are about to overheat and must stop firing. Before it was balanced by you using an excessive amount of ammo to "tighten" your aim in the past build, this current build though you are forced to burst fire with an HMG (which... Is beyond painfully stupid, I'm sorry that I can't word this last point in a polite fashion).
- Your Breach Assault Rifle can fire longer then your Heavy Machine Gun in an extended period of fire... Something is wrong with this. No assault rifle should ever, under any circumstances, be able to sustain automatic fire longer then a heavy machine gun as conceptually this defeats the very purpose of a Machine Gun. This is a major issue.
- It is more viable to use an Assault Rifle with a heavy then it is to use an HMG for anti-personnel purposes and even anti-vehicular due to increased Damage per minute (HMG's superior DPS is not important when you consider how fast it overheats as well as the 8 second reload, mainly the super fast overheat), accuracy and range (Why does the HMG have horrible range?).
- If the HMG is meant to be super-inaccurate then why is the range on it so bad? It should be able to fire just as far as an assault rifle if the reticule is massive as that means either A.) the majority of your shots will miss due to a big reticule or B.) you have to waste an insane amount of ammo (and time which is critical in a firefight which means free shots for the enemy) to tighten your reticule to where you can hit the enemy a decent portion of the time. The old HMG could do medium range combat if it wasted a lot of ammo tightening up, the new HMG can't do this anymore (mainly due to overheating so fast). Regardless range seems a bit short. This is a very minor issue in my opinion, but I figure I should mention everything major and minor.
- Having twice the rate of fire on an assault rifle is worthless when you literally have half of the damage... this means that the HMG will do exactly the same damage as an assault rifle... Why? Also a reminder that it has an 8 second reload and costs more ISK and costs 50% more SP and overheats causing it to do LESS PRACTICAL DPS then an assault rifle, and when counting in the horrible default reticule (even the tight reticule is crap compared) means there is literally no situation that an HMG performs better. Ever. This is a major issue.
I am extremely disappointed that the only point of using a heavy is to use a forge gun now, and that the HMG is useless (literally outperformed in every situation by SMGs and ARs). Heavies should be king in short range and die at long range. Last build the issue was the Militia spam of heavy suits (which your nerf to militia heavies fixed, good job), the HMG was not a real issue as they usually died rather well in the open to ARs or in super close range to Scouts. I personally suggest an increase in DPS for the HMG to where it outperforms every other weapon in close range while remaining very bad at long range (due to the reticule having to close) and lackluster at medium. Unless the HMG is king at close range, it does not have a purpose in your game. For clarification, the shotgun will still have a purpose as it is better in super-close range due to being able to be mounted on fast, maneuverable suits and costing less SP to use.
This so very much is a perfect explanation of what is wrong with the situation regarding the heavy's weapon of choice the mini gun. Point goes to Xocoyol.
|
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.13 23:58:00 -
[45] - Quote
Noc Tempre wrote:Sylwester Dziewiecki wrote:Nova Knife wrote: As for the forge gun... It desperately needs its old reticle back, and the screen shake when charging/charged needs to be more meaningful. It used to be tricky to aim this thing at longer ranges, and now it is far, far, too easy to nail a target spot on. The old shake used to make you miss and the imprecise nature of the reticle prevented you from sniping. Now, I can snipe with this thing all day long. The reduced splash doesn't even matter because I can hit someone 300m away directly in the chest.
Explain to me why 60.000 years in the future, people need to have a problem with "screen shake" ? "The reduced splash doesn't even matter because I can hit someone 300m away directly in the" ..from the roof at least 20m above him. I tried and I could not find you on K/D ratio & Kill list, so you need to have less then 950 kills and 3.12 ratio so whatever you do all day is not a killing. I know you're probably new here, but Nova Knife probably has near the most hours of any beta tester in the game, and the most dedicated to testing everything, not just one or two classes.
And on top of this lets not forget you are actually holding the damn forge gun as it charges it's shot. Its unrealistic to assume that with that much force being held up that your arms wouldn't shake and strain when firing the forge gun. Hell its practically impossible for anyone but a guy in a heavy dropsuit to do so since I think that this thing would be unwieldy for all but the strongest human and would just break your arms firing a single shot. |
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