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Gunner Nightingale
Internal Error. Negative-Feedback
217
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Posted - 2013.01.19 09:30:00 -
[1] - Quote
new hulk wrote:What got nerfed clown you butt hurt because a heavy is on the top of the leader boards? i think so
Actually its an assualt and its an IMP |
Gunner Nightingale
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217
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Posted - 2013.01.19 16:48:00 -
[2] - Quote
Mr Zitro wrote:Leviticus Krauthammer wrote:Mr Zitro wrote:BIG FAT FUC wrote:Please nerf all 3 foot fences. They're too tall. btw zitro your discussion of balance always effects the gear you never use. Hmm. i have alts just like everyone else, heavies are too easy. Where am i wrong? Against infantry I will not argue with you. What is going to happen when people spec into tanks? Heavies should be able to help defend their squad against vehicles. If you nerf the heavies and remove their ability to counter the tanks then this game will turn into WoT. I am spec into tanks, and what counters a tank is swarms and av nades not heavies and forges. if you have no knowlage of vehicle and av combat dont talk please
What about Assault FG yo! that thing makes putty outta tanks!
Whoever possess this NERFHAMMER should they be worthy will have the power of Zitro |
Gunner Nightingale
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217
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Posted - 2013.01.19 18:08:00 -
[3] - Quote
for me the issue is the hmg range not the heavy dropsuit, really heavy dropsuits need a buff in either armor with current movement speeds or extra cpu/pg.
Personally i think heavies should lose grenade slot in favor of equipment slot. I mean i think that is better in terms of balance for them, not really sure why a heavy should have the need for grenades except AV nades but perhaps in that case create a variant that allows for either a nade slot or an equipment slot. Or make AV nades fiable to equipment slot for heavy suits only. |
Gunner Nightingale
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217
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Posted - 2013.01.19 21:13:00 -
[4] - Quote
DUST Fiend wrote:Kira Lannister wrote:The movement of an armor tank can be compared to a crippled turtle. Clearly you haven't watched Zitro's armor tank.... Mr Zitro wrote:bad tank=**** while bad heavy=meat shield that hits back. if you think tanks are easy try using armor tanks, they are harder than shield tanks IMO I hate tank play, I've tried to enjoy it but I just don't. I prefer flying dropships over everything, but they suck face, and you STILL don't get any SP for flying them. So, I went heavy, in anticipation of players like you focusing on things like tanks. Good call
It's why i went logi Md in anticipation of your anticipation and make you go SPLAT! |
Gunner Nightingale
Internal Error. Negative-Feedback
217
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Posted - 2013.01.19 22:15:00 -
[5] - Quote
semperfi1999 wrote: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. Not quite sure I believe you here because heavies are always attacking me back with the hog when I am a range with an at and hey do more DMV faster than I can with my supposed better range. In fact I they sometimes engage me when it's out of my ads effective range.
I initially doubted this post but perhaps based on player accounts im starting to think it has merit
Baal Omniscient wrote:Did a test today with some corp mates in the back of the base just to see how HMG's vary from AR's. The results are both surprising and somewhat disturbing.
A basic HMG has a max range of 63 meters with level 1 heavy sharpshooter An assaul HMG has a max range of 85 meters with level 1 heavy sharpshooter A basic AR has a max range of 88 meters with level 1 light sharpshooter
In case you are wondering how I got the range I was shooting at, you can get these stats by checking the information that pops up at the center bottom of your screen when you aim your crosshair at people (including teammates.)
So, basically, a assault HMG has the same range as an AR. 3 meters difference. This is insanely imbalanced. An HMG is supposed to be great at close range, fair at mid range, useless at long range. But with this kind of range, it's just as deadly at mid range as it is at close range, and more deadly than an AR at any range that both weapons can reach due to the 2000 RPM that the HMG puts out. Anyone within 50 meters of an HMG , or 75 meters of an assault HMG can get mowed down by it just as easily as if they were point blank.
But you may say "but the HMG is far less accurate than the AR! It's bullet spread more than makes up for this!" Not true. The most accurate AR in the marketplace, the Allotek Burst AR, has an accuracy rating of 59.0. All HMG's except for the burst variants have an accuracy rating of 61.5, which makes them MORE ACCURATE THAN AN ASSAULT RIFLE. Yes, for about a quarter of a second, while the HMG is spinning up, the HMG spreads quite wildly. But after about a second of constant firing it has become more accurate than any assault rifle you can buy. And if you are using the assault variant, you can virtually reach just as far as any AR with the same skill level in sharpshooter (as I said, the AR is 3 meters further).
So, in summary, the HMG has virtually the same range as the AR, fires off 1250 more RPM, and has a greater accuracy rating than the top AR's on the market. This is too much for a weapon with such high damage output.
So now, let's hear the heavies start trying to convince me that the HMG isn't imbalanced. I welcome any legitimate responses. |
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