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Thread Statistics | Show CCP posts - 0 post(s) |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
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Posted - 2012.08.04 10:20:00 -
[1] - Quote
How's the barrel fire on the HMG? I know people complain about being partially blinded by the SMG when ADS, I would think with the HMG it would be outright impossible to see anything while ADS.
Aside from the fact that thing is slung over your shoulder because it's too heavy for the heavy to lift properly, I would like to know how you plan to use this sight that you would like to attach to your HMG. Are you going to pull your head off, and set it on the rear of the gun, so you can see the sight? Or are you going to set the gun on the ground, and lay next to it?
This is a completely illogical idea, and would not work for the same reasons that putting a sight on a forge gun would not work. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 06:10:00 -
[2] - Quote
It's just an outright stupid idea. Besides, with the bullet spread that thing has, it isn't like a sight would help you at all. Just because another SciFi game did it, doesn't make it logical, and CCP is all about logical. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 07:53:00 -
[3] - Quote
vermacht Doe wrote:Lurchasaurus wrote:Basically, do you try and put a high powered scope on a shotgun? Nope, it just isn't how the weapon is made to be used. They let ads with the shotgun and wouldn't that be a better example for the forge gun The shotgun is also a light weapon, not a bigass heavy weapon slung over your shoulder. Just sayin.
And regarding lore, they are rolling that out. If you would read the "514" thing that is posted either as an announcement or a sticky at the top of the General Forums page, they begin to talk about the implants and the research behind them. Knowing CCP, we will get the rest of the story SOONGäó.
Edit: Ah, here we are - 514 (Chronicle)
I'm sure if you look around, you could find lore on how the capsuleer cloning works, and possibly there is already lore about the Merc implants. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
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Posted - 2012.08.05 08:08:00 -
[4] - Quote
vermacht Doe wrote:But shotguns produce a lot more recoil that a weapon that shoots weak pistol rounds at a high rate of fire ADS is essentially holding a weapon to your shoulder, to stabilize it and have a better view of where you're aiming. The SG is light, and and easily held up to the shoulder, it is also re-stabilized between shots (more or less). I don't think RoF really matters, and if the rounds are so weak, why even bother with the weapon?
Holding a heavy weapon to your shoulder however, isn't really possible. The SL sits atop your shoulder for support, while the FG and HMG are held at your waist with a sling. You can ADS with a SL because the sight can come off the side, and align with your eye. The FG and HMG however, do not have that capability. And I don't care how "light" you can make your HMG with different metals, that thing is going to be heavy. And even if it were possible to lift it that high, holding it in position would be awkward, as the center of balance would probable be quit far in front of where you are holding the weapon at the rear.
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Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 10:05:00 -
[5] - Quote
vermacht Doe wrote:It might actually be up to the player if we can modify our weapons with cpu/pg to limit us I meant whether or not it's an option at all. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 10:10:00 -
[6] - Quote
vermacht Doe wrote:Veigar Mordekaiser wrote:vermacht Doe wrote:It might actually be up to the player if we can modify our weapons with cpu/pg to limit us I meant whether or not it's an option at all. I know but I've seen lots of people wanting weapon customization And we will probably get it, to some extent. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 10:16:00 -
[7] - Quote
vermacht Doe wrote:Veigar Mordekaiser wrote:vermacht Doe wrote:Veigar Mordekaiser wrote:vermacht Doe wrote:It might actually be up to the player if we can modify our weapons with cpu/pg to limit us I meant whether or not it's an option at all. I know but I've seen lots of people wanting weapon customization And we will probably get it, to some extent. Hopefully limited to the standard of each weapon as in no breach with rof increase I wouldn't have anything against a RoF mod, as we already have damage mods. It's all about balance and build. Can't fight an anti infantry guy, with an anti vehicle load out. Can't fight a CQC guy with a sniper rifle. Team play and organization will play a much larger role than weapon damage will. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 10:25:00 -
[8] - Quote
Damage, range, RoF, ammo type, and other things of that nature, should all be viable mods. Could add some very cool tweaks for players with slightly different play styles. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.08.05 10:32:00 -
[9] - Quote
OP isn't an issue, as it is all relative. A CreoDron AR right now will dominate a scout, but a proto heavy with shield extenders is quite safe tanking the damage. Thats like people saying forge guns are OP, because they can 1HK. But the reality is, if you get hit by an extremely high velocity kinetic round that is meant to put a hole in a tank, you are going to die.
It will be all about balancing how you do your mods. Someone with an RoF mod on a proto AR could have the same DPS as someone with a damage mod, they simply fire more often, with slightly lower damage. So if they don't aim quite as well as the guy with the damage mod, but they shoot a bit faster, the might be able to take him out with some luck.
It would all require testing and balancing, but in the end it probably wouldn't be a bad thing. |
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