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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Drommy Hood
Tritan-Industries Legacy Rising
242
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Posted - 2013.01.19 09:26:00 -
[1] - Quote
DUST Fiend wrote:Mr Zitro wrote:Its just the Zitro effect. you nerf my stuff yours is next :) I admit that HMGs are way too easy to use, makes me take great joy in mowing down garbage heavies just piggybacking on the HMG. Nerf the suit any more though, and there really won't be much point in playing a heavy. They're already very easy to kill if you don't get caught with your pants down, and engage at a proper range, especially if you use a laser. Never mind the very underwhelming progression of heavy suits as time goes on. It just amuses me, that as good as you are, you have trouble with these HMG spamming noobs. Rather, I smell a hidden agenda, considering you understand how powerful tank play is and is going to be, and you'd like to see heavies (the primary infantry answer to tanks) brought down as much as possible. This is why you focus your posts lately at "heavies" and not "heavy machine guns" Just sayin.
I disagree with you there tbh. No ads, poor range, slow turning, 4.8 minute reload and to tip it all of they do less dps than a AR (if its not less its similar, at work so can't check the maths right now, feel free to put the math in for me anyone )
The thing the heavy has going for it IMO is the scare factor. So many times someone takes a shot at me wipes out my sheild, (type 2) then runs away, and normally gets a back full of metal. If they'd keep that ar on me for an extra second I'd probably be toast. Lasers, now they need a nerf, they take down anything you point them at, and don't say oh but you have to keep them on target, cos surprisingly the rest of the guns don't fire tracking bullets either. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.19 19:42:00 -
[2] - Quote
Jotun Hiem wrote:semperfi1999 wrote:Your way off. They do 20 dmg per hit if I remember correctly but have a ROF of 2000 which is essentially like the AR doing 50 dmg per shot. Actually, the base HMG deals 16 damage per shot, with the Proto HMG bumbing that up to 17.6. Spot on about the RoF though. The big problem is that HMGs have terrible deviation and damage drop off at range. They basically turn into shotguns unless you're able to keep it trained long enough for the anti-recoil to kick in, but even then you can't normally engage at proper efficiency.
What's the rof and damage of the standard AR? |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.19 23:09:00 -
[3] - Quote
xprotoman23 wrote:SILENTSAM 69 wrote:xprotoman23 wrote:When I can run around with an HMG on my assault suit then the heavy's will be balanced. *facepalm* No no no... What is with all this Heavies are OP talk? They are big targets and not impossible to take down. Yes they can win in a 1 vs 1 fight more often than not, but that is your fault then for being alone. Sure it is intimidating to hear that HMG spin up near you, but it should be. It is a large guy in a Heavy Drop suit for crying out loud. His suit costs more than yours and should do more damage and soak up more damage. There is nothing wrong with this. They move slowly and this itself is a good balance point. Heaves are an easy target when they try to run around too much. They pretty much have to stay in one location to stay alive. Everyone just needs to quit whining and learn that each suit has its own strengths and weaknesses. Even Heavies have weaknesses, and they alone can not win a match. There is always something in DUST that will be more powerful than any one suit type, and that is a group of players each using their particular suits advantages to their best. I've been playing this game longer than most people, and probably have more knowledge when it comes to combat in this game than most people. The fact that the heavy suit can basically use every weapon in the game is a bit ridiculous. The fact that the HMG has the same effective range as an AR is ridiculous. The fact that a kid can head glitch in a heavy suit and a laser rifle is a bit ridiculous. Heavy suits can easily turn the tide of any match especially with the Domination/Conquest (skirmish) all you have to do is camp on 2 points with heavy suits. Good luck trying to beat a group of heavy's camped on the OBJ's, or at your Clone reserve.
Maybe I'm just a terrible shot, but I find that not only does my hmg not out damage an AR at range, I find that the standard AR out damages my aurum hmg to an extent that I can start shooting first and still die first, at range it's awful. Up close now I agree it tears stuff apart. But that's balanced as I can't control range as a heavy, all I can do is hope for optimal, which ses to be about 5-10m, less and I struggle to keep you in the sights if you dodge, more and I struggle to do damage even if your standing still. For an example of a maximum effective range, the large square platforms with the 4 legs. Using one leg as cover I barely do any damage to someone using the adjacent leg, a tiny bit more range than that and it's tickling whatever is in my sights.
One poster talks about using the efficiency rating showing the max range, but doesn't talk about the damage output at said range. At the sort of ranges that the poster is talking about I find that I do little to no damage. Doesn't stop me trying it everytime I see someone at that sort of range tho, then I get a mouth full of AR bullets and find myself trudging for cover and usually getting owned. I'm not saying AR's are OP, because quite frankly they tickle compared to lasers, what I am saying though is although hmg might be a lot of spray and pray, that's mainly because aswell as no real ads, that by the time your accuracy comes up a bit after the first second or two, your targets on its toes unless its a little out of optimal, then it's staring down a scope at my 6 by 5 hit box
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.19 23:17:00 -
[4] - Quote
SoTa PoP wrote:The dark cloud wrote:[quote=xprotoman23][quote=SILENTSAM 69][quote=xprotoman23]When I can run around with an HMG on my assault suit then the heavy's will be balanced. *facepalm* a loathing passion.
A horrible loathing passion. Or a couple of assault players could clear two heavies quite easily, typical heavy has at most 1000hp, standard assault would take less than 33 rounds to kill a heavy. I'm sure they could handle 16 each in about a heart beat. It's not as if they could miss
If only the heavy had two eyes! |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.19 23:29:00 -
[5] - Quote
Also just to put the cat amongst the pigeons, if the op is correct, why shouldnt that be the case? might I remind you that it takes more skills to skill into heavy suits, as well as them being more expensive. The weapons are harder to skill into, you have less slots, you are much slower, you are a much bigger target, it takes ten minutes to reload, you have no equipment slot and to top it all off my main benefit that i have more hp is also my largest downfall, after on firefight your ready for the next, i take 5 minutes to slowly repair and cant even run for cover. the more i think about tbqh i wish ida re skilled scout shotty, the amount of extra wp's i used to get for capturing things and reviving people was immence and my k/d ratio was almost always 3or 4 to 1 which is no worse than what I tend to get with a heavy, often much better tbh!
There's something sexy about forge gunning tanks tho. Totes bad ass =] |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.20 09:48:00 -
[6] - Quote
Dr Debo Galaxy wrote:we should just give it a week and then the scouts will be op then the melee attack will be op, then this then that.
If everything is overpowered nothing is.
Everything is OP except assault. Cos the mass populace can't be wrong |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.20 09:52:00 -
[7] - Quote
Bendtner92 wrote:DUST Fiend wrote:Oh I agree, the range is definitely a bit too high. Also, the standard HMG needs to overheat just a tad faster. I wouldn't be opposed to a slight spool up before you start shooting, then I could walk around reving my HMG like I do with my assault forge I still disagree with you about the range. Currently the standard HMG overheats at 173 shots left with HMG Operation 1 and 159 shots left with HMG Operation 2. What's your take on this? Personally I wouldn't mind a very slight nerf to this, so that it overheats at around 220 shots left instead. You could also change the skill to 2% less heat build up per level instead of 3%.
I agree maybe a slightly faster overheat, but range is terrible as it is. Can't turn it anymore into a shot gun or smg otherwise there's no point in using it, I already find myself wondering why I don't just use an AR or laser, as a heavy you can't dictate the range so you need a weapon that has some. To that end I find myself training sharpshooter whilst I'm still using milita in otherstuff because having the ability to kill at anything more than 20m rather than just tickle them is fairly important since you can't run away |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.20 09:58:00 -
[8] - Quote
It will be totally hand when the bad has lifted and you can actually record and throw stuff on YouTube to back up an argument rather than just opinions flying round |
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