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Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.01.18 18:49:00 -
[1] - Quote
I play a Type-II heavy with a 'Broadside' MH-82 HMG, Weaponry V and a Complex Damage Mod.
Last night I turned a corner and saw an AR wielding heavy standing not far from me. We both were at full health, both saw each other, raised our weapons and fired at pretty much the same time. I died to his Militia Assault Rifle.
This death was the latest in a string of AR related deaths that just left me wondering "WTF!?" So here's my question: How was my Proto (stat wise) 'Broadside' MH-82 Heavy Machine Gun out DPSed by a Militia Assault Rifle? I have Weaponry V and a Complex Damage Mod fitted. So that's 20% more damage.
My feedback: Assault Rifles have equal / better DPS than HMG's, slightly less range than Laser Rifles, are quickly reloaded, cheap / free, low SP investments and have no heat mechanic. Their range / damage per shot is high. They can do it all; long range, mid range, CQC. All other weapons are specialized for their specific task and excel at it at the expense of everything else. Shotguns / SMG's will own in CQC but do nothing at longer ranges. Snipers / LR's own at long range but get in close and they're dead. AR's, however, own at short / moderate range but are still good in CQC/ long range as well. This doesn't match with the other weapons.
My suggestion: Either figure out where the AR is supposed to shine and make it the king of that area, and bad at all the others. Or make it mediocre at everything . The current fact that it can hold it's own in CQC, out DPS a HMG at short / moderate range, and still damage a target at long range is just not in line with how the other weapons are specced.
So there. That's my "Whahh, I died so it's OP" post. But I really do think there is a problem that needs to be, at least, discussed.
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Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.18 19:46:00 -
[2] - Quote
Don't be upset, they are OP. As I like to say, it's the king of all trades here. Was worse when it had no recoil tho...
May have been karma for using that AURUM HMG too :3
OK, now that that's out of my system, I feel it's simple. Make all ARs burst fire, crank up the recoil, and lower the damage one or two points. The way it's skills work, it has one skill that directly increases damage, and one that indirectly increases damage by decreasing recoil. Also, someone unskilled in ARs is still very lethal, which seems a tad odd...
Also, shorten the range a bit(or HEAVILY ramp up the falloff) and give better scopes to sniper rifles to more define long range vs medium range. And if you want a fully automatic CQC weapon cuz yer AR is now burst, GET AN SMG. THAT IS WHAT THEY ARE FOR. |
Snagman 313
Carbon 7
41
|
Posted - 2013.01.18 19:49:00 -
[3] - Quote
I would suggest that the other player managed to hit you in the head a bit causing large damage. Sadly it's a lot easier with the AR.
I do feel the HMG is slightly out of place at the moment, especially the term HMG. From my own experiences as a heavy I feel the HMG would be better renamed LMG as it's not long or medium range even with buffs as the beating zone is too large and it's not really a close range weapon as the tracking speed is to low but between close and medium range 10-30m it's a beast. I would like to see a proper HMG at some stage much like the small blaster turret, so the heavy could be a long range support unit, but with high heating so you have to fire in bursts and limited ammo.
Also sorry to say but if memory serves your standard assault rifle does about 33 damage and 750 RPM which works out at 412.5 DPS. You standard HMG does 16 damage at 2000 RPM which works out at 533.3 DPS, admittedly not all shots will hit but that's the same for the other guy.
Regards Snag. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.01.18 19:57:00 -
[4] - Quote
Snagman 313 wrote: Also sorry to say but if memory serves your standard assault rifle does about 33 damage and 750 RPM which works out at 412.5 DPS. You standard HMG does 16 damage at 2000 RPM which works out at 533.3 DPS, admittedly not all shots will hit but that's the same for the other guy.
Yeah, but the HMG has to spool up and the AR has to reload. We can't just use numbers here. The HMG is at an extreme disadvantage while it's still inaccurate, while the AR is only at a loss if the first full clip doesn't down the target. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.01.18 20:22:00 -
[5] - Quote
Snagman 313 wrote:Also sorry to say but if memory serves your standard assault rifle does about 33 damage and 750 RPM which works out at 412.5 DPS. You standard HMG does 16 damage at 2000 RPM which works out at 533.3 DPS, admittedly not all shots will hit but that's the same for the other guy. Two points:
1). Mathematically, in a perfect world, you are correct. But from what I have gathered the firing model for the HMG is a cylinder not a cone. So even at point blank not all of the bullets will hit (This is so that the HMG doesn't decimate in CQC). So, if only 75% of the shots hit (due to the cylinder not encompassing your targets full hitbox) the HMG only does 399 DPS. Less than the AR.
2). The difference between an AR's DPS and an HMG's DPS is 30% and that's when all shots hit. That's not a lot. Realistically, do you think a M16 is only 30% less deadly / destructive than an M61 Vulcan ? The Vulcan fires freaking 20 mm caliber bullets at 6000 RPM. Those are anti tank caliber rounds! At 6000 RPM! And that's modern day tech.
3. How does an individual AR round causing 2x the amount of damage as an HMG round make sense? Again, 20 mm caliber HMG round vs 5.56 mm AR rounds.
Snagman 313 wrote:I would suggest that the other player managed to hit you in the head a bit causing large damage. Sadly it's a lot easier with the AR. I just don't think it should matter. I had an Proto level HMG, at optimal, against a Militia AR. The HMG has all these negatives (Large weapon, overheat mechanic, really expensive, high SP investment, no range, no turn speed, no CQC) so when it finally gets to its positive (mowing down people in front of you at optimal) it shouldn't lose. Especially to a free Militia AR.
And to clarify, I'm not clamoring too loudly for a HMG buff (maybe make it a cone not a cylinder). I am just pointing out the many flaws people keep using to say there isn't a problem with AR's. There is. They are great weapons, but their damage similarity to other weapons makes no sense mathematically, situationally, or realistically. |
Free Beers
Internal Error. Negative-Feedback
1043
|
Posted - 2013.01.18 20:29:00 -
[6] - Quote
Zero Harpuia wrote:Don't be upset, they are OP. As I like to say, it's the king of all trades here. Was worse when it had no recoil tho...
May have been karma for using that AURUM HMG too :3
OK, now that that's out of my system, I feel it's simple. Make all ARs burst fire, crank up the recoil, and lower the damage one or two points. The way it's skills work, it has one skill that directly increases damage, and one that indirectly increases damage by decreasing recoil. Also, someone unskilled in ARs is still very lethal, which seems a tad odd...
Also, shorten the range a bit(or HEAVILY ramp up the falloff) and give better scopes to sniper rifles to more define long range vs medium range. And if you want a fully automatic CQC weapon cuz yer AR is now burst, GET AN SMG. THAT IS WHAT THEY ARE FOR.
Are you being serious? For **** sake man you really are saying ARs are still OP?
Vs a heavy hmg?
How bad of a player are you?
ARs have been nerfed almost every build. Heavies and HMGs have a higher starting base EHP and DPS then assault/scout/logi & AR could possbily imagine. I get this and am one of the people that are not calling for a heavy or HMG nerf because the other suits/weapons should eventually come on par.
Thats said I get dropped by starter heavies all damn day when not using a heavy myself.
Please stop posting if you are that bad of a player because everyone and everything will kill you. |
Sentient Archon
Red Star.
690
|
Posted - 2013.01.18 20:38:00 -
[7] - Quote
4 Words!
LEAVE ASSAULT RIFLES ALONE!
HMGs do a little over half the damage than AR. Heavies with AR is not uncommon and its a trade off they take over no equipment for more health.
All is fine. Shoot the fool in his head or flank him or get a laser on him. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.01.18 20:43:00 -
[8] - Quote
Free Beers wrote:Are you being serious? For **** sake man you really are saying ARs are still OP? Vs a heavy hmg? How bad of a player are you?ARs have been nerfed almost every build. Heavies and HMGs have a higher starting base EHP and DPS then assault/scout/logi & AR could possbily imagine. I get this and am one of the people that are not calling for a heavy or HMG nerf because the other suits/weapons should eventually come on par. Thats said I get dropped by starter heavies all damn day when not using a heavy myself. Please stop posting if you are that bad of a player because everyone and everything will kill you. Look, I'm not going to pretend I am some godly player here. I suck, but I'm not horrible. That aside I'm not talking about buffing the HMG or Heavy. You are right, they are perfectly fine. I can mow down infantry with my HMG with relative ease.
My biggest gripe is with the AR. Why? Because for the reasons I've listed it makes no sense how versatile it is / how much damage it can put out. I have no problem with snapback snipers (they can only do that from range) or OHK shotgun scouts (they die in anything but CQC) even the supposedly OP Laser Rifle is fine (Another range only weapon). But the AR works everywhere, and often exceeds other weapons (such as the HMG / SMG) in their optimal range. That's not how rock, paper, scissors balancing works. Everything has a niche it excels in but fails everywhere else. The AR defies that since it excels everywhere and can compete with other weapons in their niche areas.
Again, I am not calling for a NERF or BUFF or anything. I just wanted to discuss this. What are other people's opinions on the current AR? Do they think it's fine? Or do they share my opinion that it puts out too much damage for how versatile it is? |
Snagman 313
Carbon 7
41
|
Posted - 2013.01.18 20:51:00 -
[9] - Quote
Whoa steady lads, I'm actually on your side I'm just making a couple of points that's all.
I have actually used the M-134 gattling and I know what such a weapon system is capable of. I think this is more on par than the Vulcan Severus suggested which is about 10' long and weighs close to a ton with ammo, although I wouldn't mind if CCP gave me one for a match!!!
Personally I think the HMG should do the same damage per shot that the AR does as with a standard calibre setup. But in the earlier builds where we had over 20 damage per shot and an RPM that would make gas turbine cry, people QQ'd so much the nerf hammer beat us into the stone age.
Unfortunately guys as Heavies we are not liked by the majority because we are visible and can use weapons the Assault guys can only dream of. But we have regained a lot of firepower recently and during the lean builds I learnt that I had to play smart and change tactics quickly depending on situation, remember a heavy is actually a support unit not a one man army.
I agree the AR is too good up close considering other weapons are so heavily nerfed in at least one area, whereas the AR is good at all ranges short of Sniper.
My personal gripe is with the Laser rifle, I would like to see its armour damage bitchslapped as its meant to be less effective against armour but my 812 hp armour value barely lasts 2 secs of fire..... But thats my issue.
Hopefully CCP will teak either the heavy armour resistance or tweek the AR down a bit (at least they put in some recoil and iron sights).
Apologies if I came off a bit strong lads.
Regards
Snag
|
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.01.18 21:35:00 -
[10] - Quote
0/10. Troll too obvious.
Seriously, just because someone good with the AR kills you it does not mean the AR is OP or anything. |
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Yay Adski
Imperfects Negative-Feedback
133
|
Posted - 2013.01.18 21:58:00 -
[11] - Quote
Coming to a console near you "Worldofheavies514" |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2013.01.18 22:02:00 -
[12] - Quote
OK lets just get something out of they way AR are versitile but they are not proper jack of all trades,
1: at range the damage seems to drop dramaticly i think this may be a side effect of blaster teck, only reason its usable at range is due to accuracy, recoil makes lazers superior at range,
2: it doesnt compeate with a sniper rifle it cant the effective range and hard cap are well out of operation range of a sniper rifle only time people call ARs mini snipers are using snipers at medium range and dont realise what kind of ranges snipers can do.
3: CQC only thing that i would say is wrong with cqc AR is the rediculously tight hip fire spread this allows skilled users to put damn near full damage (before recoil/wander kicks in) at close range i can reliably put more rounds on target than a smg while hip firing, ARS should be a primarily ADS weapon but their hip fire if very good, also at close range shotgun wins hands down due to one shot kill if close enough
While i agree as a AR user that they are a bit to usefull at cqc id put that down to hip fire accuracy the damage id hardly called over powered after all blasters have high dps at close range so projectile and other varients will probably be less dps but less damage fall off and more range, i dont think its as bad as you seem to think it is |
Free Beers
Internal Error. Negative-Feedback
1043
|
Posted - 2013.01.18 22:06:00 -
[13] - Quote
Snagman 313 wrote:Whoa steady lads, I'm actually on your side I'm just making a couple of points that's all.
I have actually used the M-134 gattling and I know what such a weapon system is capable of. I think this is more on par than the Vulcan Severus suggested which is about 10' long and weighs close to a ton with ammo, although I wouldn't mind if CCP gave me one for a match!!!
Personally I think the HMG should do the same damage per shot that the AR does as with a standard calibre setup. But in the earlier builds where we had over 20 damage per shot and an RPM that would make gas turbine cry, people QQ'd so much the nerf hammer beat us into the stone age.
Unfortunately guys as Heavies we are not liked by the majority because we are visible and can use weapons the Assault guys can only dream of. But we have regained a lot of firepower recently and during the lean builds I learnt that I had to play smart and change tactics quickly depending on situation, remember a heavy is actually a support unit not a one man army.
I agree the AR is too good up close considering other weapons are so heavily nerfed in at least one area, whereas the AR is good at all ranges short of Sniper.
My personal gripe is with the Laser rifle, I would like to see its armour damage bitchslapped as its meant to be less effective against armour but my 812 hp armour value barely lasts 2 secs of fire..... But thats my issue.
Hopefully CCP will teak either the heavy armour resistance or tweek the AR down a bit (at least they put in some recoil and iron sights).
Apologies if I came off a bit strong lads.
Regards
Snag
AR is not OP up close. I not dogging you, but I will attempt to explain why you or other have the preceptions you have. to many people look at raw numbers and never take into account player skill level or the tatical situations in combat.
-First, what people fail to understand is that there is a rifle in every fps games and its a easily transferable skill. So when highly skilled players acclimate to dust they become really good instantly. HMG is new to fps in the current format.
-Second, The AR is above average tatcially in most situations so its considered the Standard weapon of choice. heavy HMG is a line of sight and CQC weapon. This means it gains its advantages and disavantages because of the tatical situation it is in. This is why smart heavies murder taxi. they use LAV to cover open space quickly. When the reach the target and jump out into a CQC battle giving them a tactical advantage. A heavy running is open space is dead.
-finally I hate to say this but there are a lot of bad players in dust and it shows. Players are quick to scream nerf of a weapon when in fact its their abilities, tatics, and situational awareness that contribute to their failures not the stats on the gun.
I run logi with some of the best heavies in the game and they are succesful because they control the engagement via tatics. With nade spam in its current form (I am a nade spammer too) they have to be even more aware since they can't even think about trying to dodge them because they can't.
I could go on but won't. I hope you expand your game and improve because frankly heavy hmgs done right are just brutal vs everything and that undeniable. |
Free Beers
Internal Error. Negative-Feedback
1043
|
Posted - 2013.01.18 22:17:00 -
[14] - Quote
Ranger SnakeBlood wrote:OK lets just get something out of they way AR are versitile but they are not proper jack of all trades,
1: at range the damage seems to drop dramaticly i think this may be a side effect of blaster teck, only reason its usable at range is due to accuracy, recoil makes lazers superior at range,
2: it doesnt compeate with a sniper rifle it cant the effective range and hard cap are well out of operation range of a sniper rifle only time people call ARs mini snipers are using snipers at medium range and dont realise what kind of ranges snipers can do.
3: CQC only thing that i would say is wrong with cqc AR is the rediculously tight hip fire spread this allows skilled users to put damn near full damage (before recoil/wander kicks in) at close range i can reliably put more rounds on target than a smg while hip firing, ARS should be a primarily ADS weapon but their hip fire if very good, also at close range shotgun wins hands down due to one shot kill if close enough
While i agree as a AR user that they are a bit to usefull at cqc id put that down to hip fire accuracy the damage id hardly called over powered after all blasters have high dps at close range so projectile and other varients will probably be less dps but less damage fall off and more range, i dont think its as bad as you seem to think it is
As someone that hip fires 90% of the time I have no idea what you are talking about. it should not be ADS I mean we just had screams 2 builds ago is should just be iron sights. We got that and horrible iron sights at that too. The only time I would use ADS is when players are far a way and even then they get completely covered by the sight. Soon as recoil kicks in good luck hitting target much and forget about head shots.
You do realize that when you ADS your strafing speed is almost cut in half right? why the **** would they require that then? ARs would just jump into the LAVs with heavies and switch to smg and route.
I'm at a loss of words for this line of thinking. for the record I always run 5 diff toons on 3 accounts to I play every type each build. So I kill and get killed by everything. Player skill and who has the tatical advantage wins the majority of the time not weapon or suit stats. |
Snagman 313
Carbon 7
41
|
Posted - 2013.01.18 22:27:00 -
[15] - Quote
Free Beers wrote:Snagman 313 wrote:Whoa steady lads, I'm actually on your side I'm just making a couple of points that's all.
I have actually used the M-134 gattling and I know what such a weapon system is capable of. I think this is more on par than the Vulcan Severus suggested which is about 10' long and weighs close to a ton with ammo, although I wouldn't mind if CCP gave me one for a match!!!
Personally I think the HMG should do the same damage per shot that the AR does as with a standard calibre setup. But in the earlier builds where we had over 20 damage per shot and an RPM that would make gas turbine cry, people QQ'd so much the nerf hammer beat us into the stone age.
Unfortunately guys as Heavies we are not liked by the majority because we are visible and can use weapons the Assault guys can only dream of. But we have regained a lot of firepower recently and during the lean builds I learnt that I had to play smart and change tactics quickly depending on situation, remember a heavy is actually a support unit not a one man army.
I agree the AR is too good up close considering other weapons are so heavily nerfed in at least one area, whereas the AR is good at all ranges short of Sniper.
My personal gripe is with the Laser rifle, I would like to see its armour damage bitchslapped as its meant to be less effective against armour but my 812 hp armour value barely lasts 2 secs of fire..... But thats my issue.
Hopefully CCP will teak either the heavy armour resistance or tweek the AR down a bit (at least they put in some recoil and iron sights).
Apologies if I came off a bit strong lads.
Regards
Snag
AR is not OP up close. I not dogging you, but I will attempt to explain why you or other have the preceptions you have. to many people look at raw numbers and never take into account player skill level or the tatical situations in combat. -First, what people fail to understand is that there is a rifle in every fps games and its a easily transferable skill. So when highly skilled players acclimate to dust they become really good instantly. HMG is new to fps in the current format. -Second, The AR is above average tatcially in most situations so its considered the Standard weapon of choice. heavy HMG is a line of sight and CQC weapon. This means it gains its advantages and disavantages because of the tatical situation it is in. This is why smart heavies murder taxi. they use LAV to cover open space quickly. When the reach the target and jump out into a CQC battle giving them a tactical advantage. A heavy running is open space is dead. -finally I hate to say this but there are a lot of bad players in dust and it shows. Players are quick to scream nerf of a weapon when in fact its their abilities, tatics, and situational awareness that contribute to their failures not the stats on the gun. I run logi with some of the best heavies in the game and they are succesful because they control the engagement via tatics. With nade spam in its current form (I am a nade spammer too) they have to be even more aware since they can't even think about trying to dodge them because they can't. I could go on but won't. I hope you expand your game and improve because frankly heavy hmgs done right are just brutal vs everything and that undeniable.
I agree with you for most of your points, because as you implied the AR while not a jack of all trades is still very useful in most situations, evidently moreso than the HMG and in skilled hands very effective. I just personally feel a slight tweek is in order but that's just me. I'm more of a casual player lately compared to last year and I'm finding the heavy to be a bit specialised for my level of skill and if other's like me wanted to play as a heavy when they come off rotation/work and find it unbalanced to a less serious player it might be while not unfair but biased. Admittedly this type of game will always favour the more experienced/hardcore gamer but I would like to be able to get stuck in if I want to after being stuck offshore on a floating rustbucket for the last few months. I'm doing ok right now as a heavy but dude don't tell them about the Taxi!!! it's my only ace in the hole!!!
Cheers
Snag |
Free Beers
Internal Error. Negative-Feedback
1043
|
Posted - 2013.01.18 23:25:00 -
[16] - Quote
Snagman 313 wrote:Free Beers wrote:Snagman 313 wrote:Whoa steady lads, I'm actually on your side I'm just making a couple of points that's all.
I have actually used the M-134 gattling and I know what such a weapon system is capable of. I think this is more on par than the Vulcan Severus suggested which is about 10' long and weighs close to a ton with ammo, although I wouldn't mind if CCP gave me one for a match!!!
Personally I think the HMG should do the same damage per shot that the AR does as with a standard calibre setup. But in the earlier builds where we had over 20 damage per shot and an RPM that would make gas turbine cry, people QQ'd so much the nerf hammer beat us into the stone age.
Unfortunately guys as Heavies we are not liked by the majority because we are visible and can use weapons the Assault guys can only dream of. But we have regained a lot of firepower recently and during the lean builds I learnt that I had to play smart and change tactics quickly depending on situation, remember a heavy is actually a support unit not a one man army.
I agree the AR is too good up close considering other weapons are so heavily nerfed in at least one area, whereas the AR is good at all ranges short of Sniper.
My personal gripe is with the Laser rifle, I would like to see its armour damage bitchslapped as its meant to be less effective against armour but my 812 hp armour value barely lasts 2 secs of fire..... But thats my issue.
Hopefully CCP will teak either the heavy armour resistance or tweek the AR down a bit (at least they put in some recoil and iron sights).
Apologies if I came off a bit strong lads.
Regards
Snag
AR is not OP up close. I not dogging you, but I will attempt to explain why you or other have the preceptions you have. to many people look at raw numbers and never take into account player skill level or the tatical situations in combat. -First, what people fail to understand is that there is a rifle in every fps games and its a easily transferable skill. So when highly skilled players acclimate to dust they become really good instantly. HMG is new to fps in the current format. -Second, The AR is above average tatcially in most situations so its considered the Standard weapon of choice. heavy HMG is a line of sight and CQC weapon. This means it gains its advantages and disavantages because of the tatical situation it is in. This is why smart heavies murder taxi. they use LAV to cover open space quickly. When the reach the target and jump out into a CQC battle giving them a tactical advantage. A heavy running is open space is dead. -finally I hate to say this but there are a lot of bad players in dust and it shows. Players are quick to scream nerf of a weapon when in fact its their abilities, tatics, and situational awareness that contribute to their failures not the stats on the gun. I run logi with some of the best heavies in the game and they are succesful because they control the engagement via tatics. With nade spam in its current form (I am a nade spammer too) they have to be even more aware since they can't even think about trying to dodge them because they can't. I could go on but won't. I hope you expand your game and improve because frankly heavy hmgs done right are just brutal vs everything and that undeniable. I agree with you for most of your points, because as you implied the AR while not a jack of all trades is still very useful in most situations, evidently moreso than the HMG and in skilled hands very effective. I just personally feel a slight tweek is in order but that's just me. I'm more of a casual player lately compared to last year and I'm finding the heavy to be a bit specialised for my level of skill and if other's like me wanted to play as a heavy when they come off rotation/work and find it unbalanced to a less serious player it might be while not unfair but biased. Admittedly this type of game will always favour the more experienced/hardcore gamer but I would like to be able to get stuck in if I want to after being stuck offshore on a floating rustbucket for the last few months. I'm doing ok right now as a heavy but dude don't tell them about the Taxi!!! it's my only ace in the hole!!! Cheers Snag
I can respect that and we can differ on the small stuff. lol after taste and exmaple how has anyone not been a victim of the death taxi?
|
lowratehitman
Subdreddit Test Alliance Please Ignore
290
|
Posted - 2013.01.19 05:25:00 -
[17] - Quote
Zero Harpuia wrote:Don't be upset, they are OP. As I like to say, it's the king of all trades here. Was worse when it had no recoil tho...
May have been karma for using that AURUM HMG too :3
OK, now that that's out of my system, I feel it's simple. Make all ARs burst fire, crank up the recoil, and lower the damage one or two points. The way it's skills work, it has one skill that directly increases damage, and one that indirectly increases damage by decreasing recoil. Also, someone unskilled in ARs is still very lethal, which seems a tad odd...
Also, shorten the range a bit(or HEAVILY ramp up the falloff) and give better scopes to sniper rifles to more define long range vs medium range. And if you want a fully automatic CQC weapon cuz yer AR is now burst, GET AN SMG. THAT IS WHAT THEY ARE FOR.
seriously? lower the damage? what if the AR that killed the OP had damage mods? what if he was using 2, would that not own a heavy at this juncture of the build? |
Sandromin Hes
Sand Mercenary Corps Inc.
204
|
Posted - 2013.01.19 05:38:00 -
[18] - Quote
Severus Smith wrote:Snagman 313 wrote:Also sorry to say but if memory serves your standard assault rifle does about 33 damage and 750 RPM which works out at 412.5 DPS. You standard HMG does 16 damage at 2000 RPM which works out at 533.3 DPS, admittedly not all shots will hit but that's the same for the other guy. Two points: 1). Mathematically, in a perfect world, you are correct. But from what I have gathered the firing model for the HMG is a cylinder not a cone. So even at point blank not all of the bullets will hit (This is so that the HMG doesn't decimate in CQC). So, if only 75% of the shots hit (due to the cylinder not encompassing your targets full hitbox) the HMG only does 399 DPS. Less than the AR. 2). The difference between an AR's DPS and an HMG's DPS is 30% and that's when all shots hit. That's not a lot. Realistically, do you think a M16 is only 30% less deadly / destructive than an M61 Vulcan ? The Vulcan fires freaking 20 mm caliber bullets at 6000 RPM. Those are anti tank caliber rounds! At 6000 RPM! And that's modern day tech. 3. How does an individual AR round causing 2x the amount of damage as an HMG round make sense? Again, 20 mm caliber HMG round vs 5.56 mm AR rounds. Snagman 313 wrote:I would suggest that the other player managed to hit you in the head a bit causing large damage. Sadly it's a lot easier with the AR. I just don't think it should matter. I had an Proto level HMG, at optimal, against a Militia AR. The HMG has all these negatives (Large weapon, overheat mechanic, really expensive, high SP investment, no range, no turn speed, no CQC) so when it finally gets to its positive (mowing down people in front of you at optimal) it shouldn't lose. Especially to a free Militia AR. And to clarify, I'm not clamoring too loudly for a HMG buff (maybe make it a cone not a cylinder). I am just pointing out the many flaws people keep using to say there isn't a problem with AR's. There is. They are great weapons, but their damage similarity to other weapons makes no sense mathematically, situationally, or realistically.
1) What range were you using the HMG at? Less than 10-15m is not optimal range. Also, the longer you fire, the more accurate it is. Also, once the ARs damage starts sloping off, you're at a serious advantage the longer you fire. I prefer to take out heavies up close for a reason.
2 & 3) This is the future. Gallente-tech ARs use blaster plasma tech. Minmatar still uses ballistics. Which is deadlier, a slug moving at the speed of a railgun's projectile (roughly 1500-2000 m/s) at 4000 degrees, or a slug moving half that speed at only 200 degrees? Also, who has more ammunition? I'm obviously not going to stand around with no ammo and take your 2000 RPM, unless I'm at close range (< 5m, cuz fatties can't strafe)
There's a very deep logic here. However, I do think heavies need a buff. Not a serious one though, because honestly they're not supposed to be godlike tanks... they're just supposed to be bullet sponges and able to dish out damage, with a couple of logis behind them... So far, their mechanics just need a few buffs to their survival rate.
I'll leave it to the rest of you to decide I guess...
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Imp Smash
On The Brink
51
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Posted - 2013.01.19 06:39:00 -
[19] - Quote
The answer is, of course, headshots. HMG takes less skill to use, the assault has a higher skill ceiling/ potential. He got you in the head a lot. That is all. |
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