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Iam Krogan
Tuchanka Wrecking Crew
6
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Posted - 2013.02.06 13:44:00 -
[61] - Quote
KripnawtiQ Prime wrote:KD of 14? How many kills? That's higher than any of the heavies I know. Are you talking about 14/1 in a single match?
Single match. And a slight exaggeration to drive the point (but not unheard of). Typical numbers as HMG heavy are between 7-12 kills and 1-5 deaths (ambush, public). Of course, if my team is getting 60-0 slaughtered there's not much I can do then except to die along, heavies don't solo well. Lifetime K/D of my character is still a bit under 2, but it's rising steadily. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.02.06 13:58:00 -
[62] - Quote
Iam Krogan wrote:HMG heavy here (but I play other classes with alt chars). The reason you see me near the top of the WP list at the end with 14/1 K/D is that you don't know how to play against me. You can easily figure out the things you don't want to do against a HMG heavy by playing one for a while. But I'm just going to assume you're all too thick to figure it out yourselves.
So here's some basics going against a HMG heavy:
* When you see a HMG heavy back out around a corner, don't follow him. There's a slaughter waiting to happen behind there, you just don't know it yet. I'd estimate this is about 75% of all my HMG kills. I'm sharing this because you already know it by experience, you're just too thick to learn it, so I can keep doing it.
* In general, if you see a HMG heavy, you should be moving away from him, not towards him. Unless you're wielding a short range weapon, like a shotgun. Hint: ARs are not a short range weapon.
* If you're against a HMG heavy and you go in the middle of an open field and run and bounce around like a champion, you will die. But that's true against any weapon class.
* If you want to kill a HMG heavy, shoot at him from behind. It takes forever to turn around in that fat suit. But remember, don't close up on him, even from behind, if your weapon doesn't require point blanc range. Those idiots who think they can play hide and seek an inch behind my back are the rest 25% of my HMG kills. Many of them seem to be wielding a perfectly good AR that could finish me off from good distance without all that sneaking around.
I kinda disagree with you a bit here since last build I was killing heavies from the front in a scout suit SMG combo. M209 SMG 22 or was it 23? versus 16.8 for HMG. At a 2X skill a fully leveled SMG murders a heavy HMG in mano a mano encounters.
And now folks want another nerf?? WTF!!
Thats just sad and another reason that once my scout suit is leveled then I am going Pilot then Commander suits.
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KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
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Posted - 2013.02.06 14:28:00 -
[63] - Quote
Actually just to be 100% fair, the Broadside was broken in an unfair way during Precursor and most of Codex. It did 19.2 dmg (same as the Gaston does now) with a CPU requirement of only 72 (it was in the 70s...don't remember exactly) which was way less than the Boundless. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2013.02.06 14:40:00 -
[64] - Quote
KripnawtiQ Prime wrote:Actually just to be 100% fair, the Broadside was broken in an unfair way during Precursor and most of Codex. It did 19.2 dmg (same as the Gaston does now) with a CPU requirement of only 72 (it was in the 70s...don't remember exactly) which was way less than the Boundless.
True but I was using two complex sidearm damage mods for lots of extra damage and it was a single press of R1 and before the heavy even knew I was there it was far too late.
I was also experimenting with a militia SMG and it was kind of sad to be able to kill an expensive heavy with such a low cost setup that I was useing.
Funny how no one ever mentions the other and much more important heavy nerfs/limitations such as 65 DB scan and 60 DB profile and the close to useless 15M scan range that with 65DB"precision" lets a scout walk right behind a heavy un-noticed for minutes at a time until bored of the game I just SMG massacred the heavies.
I guess this week I am going to continue to level my scout suit and place a few points into nova knifes in expectation of them being fixed in a few days so that I can go hunting heavies.
Adding vegetation.......smiles and : Imagines lush bamboo to hide in with sharp nova knifes just waiting for heavies, assaults and a few logis to wander by. |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
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Posted - 2013.02.06 15:00:00 -
[65] - Quote
Tech Ohm Eaven wrote:KripnawtiQ Prime wrote:Actually just to be 100% fair, the Broadside was broken in an unfair way during Precursor and most of Codex. It did 19.2 dmg (same as the Gaston does now) with a CPU requirement of only 72 (it was in the 70s...don't remember exactly) which was way less than the Boundless. True but I was using two complex sidearm damage mods for lots of extra damage and it was a single press of R1 and before the heavy even knew I was there it was far too late. I was also experimenting with a militia SMG and it was kind of sad to be able to kill an expensive heavy with such a low cost setup that I was useing. Funny how no one ever mentions the other and much more important heavy nerfs/limitations such as 65 DB scan and 60 DB profile and the close to useless 15M scan range that with 65DB"precision" lets a scout walk right behind a heavy un-noticed for minutes at a time until bored of the game I just SMG massacred the heavies.
Pointing out weaknesses of the MASSIVELY OP heavy class is crazy talk
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2013.02.06 15:09:00 -
[66] - Quote
KripnawtiQ Prime wrote:Tech Ohm Eaven wrote:KripnawtiQ Prime wrote:Actually just to be 100% fair, the Broadside was broken in an unfair way during Precursor and most of Codex. It did 19.2 dmg (same as the Gaston does now) with a CPU requirement of only 72 (it was in the 70s...don't remember exactly) which was way less than the Boundless. True but I was using two complex sidearm damage mods for lots of extra damage and it was a single press of R1 and before the heavy even knew I was there it was far too late. I was also experimenting with a militia SMG and it was kind of sad to be able to kill an expensive heavy with such a low cost setup that I was useing. Funny how no one ever mentions the other and much more important heavy nerfs/limitations such as 65 DB scan and 60 DB profile and the close to useless 15M scan range that with 65DB"precision" lets a scout walk right behind a heavy un-noticed for minutes at a time until bored of the game I just SMG massacred the heavies. Pointing out weaknesses of the MASSIVELY OP heavy class is crazy talk
Yeah its lol easy to melee a heavy from the back.
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Irish Syn
Chernova Industries
123
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Posted - 2013.02.06 15:19:00 -
[67] - Quote
Something else I never see mentioned is the reload time an an HMG. You catch a heavy in a reload and they are as good as dead. |
VonSpliff
Conspiratus Immortalis
4
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Posted - 2013.02.06 17:41:00 -
[68] - Quote
The heavies are fine, wouldn't mind to see the heat indacator be a little shorter, just because I see them hold it down for 20+ seconds. Kinda ridiculous. But if I have cover my ad is no match for heavies. The range is a little long but he'll they can't run so its ok. Lasers on the on the other hand blow. You get rewarded for being a horrible shot, c'mon man! |
Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2013.02.06 18:08:00 -
[69] - Quote
VonSpliff wrote:The heavies are fine, wouldn't mind to see the heat indacator be a little shorter, just because I see them hold it down for 20+ seconds. Kinda ridiculous. But if I have cover my ad is no match for heavies. The range is a little long but he'll they can't run so its ok. Lasers on the on the other hand blow. You get rewarded for being a horrible shot, c'mon man! Haha, really. You can do better than than that. 20 seconds firing a 2000rpm HMG with a 425 round magazine??????
Even without overheating a HMG could only fire for about 12.5 seconds before having to reload. With level 3 HMG operations which gives a 9% reduction in heat, the gun locks up with still 143 rounds left in the magazine. That's 8.5 seconds of fire before we have a 10 second lock up. |
VonSpliff
Conspiratus Immortalis
4
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Posted - 2013.02.06 20:41:00 -
[70] - Quote
Cheese and rice man I was just guessing the time. Just seems long. Some can eat my clip while firing at me, reload and still get fired at. Just think it would serve the heavy style if they had to let off the trigger every now then. Most heavies just think they can go toe to toe in stead of finding cover. |
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Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2013.02.06 21:45:00 -
[71] - Quote
VonSpliff wrote:Cheese and rice man I was just guessing the time. Just seems long. Some can eat my clip while firing at me, reload and still get fired at. Just think it would serve the heavy style if they had to let off the trigger every now then. Most heavies just think they can go toe to toe in stead of finding cover. You're right. It seems like a long time when facing it, it can seem fairly short when firing it. And yeah, I've been guilty of going Rambo more than once when I really should have let up and gone into cover It's a fine balance to getting the volume of fire just right. The initial inaccurate phase chews up a decent bit of ammo, so it's tempting to leave that for as long as possible. But longer firing builds up alot of recoil and the juddering gets bad.
But, if something was to be adjusted then the heat would be something that a very small increase would be ok. As long as it doesn't reduce us to using something to burst fire that isn't meant for it. |
VonSpliff
Conspiratus Immortalis
4
|
Posted - 2013.02.06 22:04:00 -
[72] - Quote
Right'on they need a little tweak but CCP might just go to far. Would rather they be left alone than totally f'd. They just seem OP. sometimes though it feels like its impossible to take a heavy from 100% to zero. That lay 5% getting a little buggy. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.07 00:18:00 -
[73] - Quote
KripnawtiQ Prime wrote:Actually just to be 100% fair, the Broadside was broken in an unfair way during Precursor and most of Codex. It did 19.2 dmg (same as the Gaston does now) with a CPU requirement of only 72 (it was in the 70s...don't remember exactly) which was way less than the Boundless. Because it's the Aurum one.....in on similar grounds as the Menhir Armor repper (it's complex and has advanced CPU/PG requirements).
So if people want to pay real money to lose their HMGs, by all means go ahead.... |
Tyranical Throb
SVER True Blood Unclaimed.
1
|
Posted - 2013.02.07 00:48:00 -
[74] - Quote
HMG are fine the way they are. Like said before, range is ur friend when going up against a heavy. I have killed many heavies using range. |
Akira Regendorf
Conspiratus Immortalis
18
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Posted - 2013.02.07 03:35:00 -
[75] - Quote
As a purely assault player I would say HMGs are fine the way they are, think about it it's a g-damn gatling gun! It should be able to rip right through you, thats kinda the point. I don't see any issues with the range, I've bin able to pick off heavys that are out in the open with my friggin exile much less my gek, before they strip my shields, as long as I keep them at a good distance. In mid to close range combat they own face wich is what they are supposed to do, but if ur suit is quick enough an u really get up in there face u can side step around them and waste 'em with an SMG.
I think people forget that the balance in this game is sort of a modified rock-paper-scissors kind of thing. Every thing owns in its element, get it out off its element and its almost useless. This game isn't and shouldn't be set up like CoD in that as long as your gun game is better you win (obviously gun game helps) but as an assault if you come running around that corner all by yourself and there is a heavy right there, sorry bro you're f-ed, doesn't matter how pro you are, shouldn't of charged that corner alone. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.02.07 07:32:00 -
[76] - Quote
Oxskull Duncarino wrote:VonSpliff wrote:The heavies are fine, wouldn't mind to see the heat indacator be a little shorter, just because I see them hold it down for 20+ seconds. Kinda ridiculous. But if I have cover my ad is no match for heavies. The range is a little long but he'll they can't run so its ok. Lasers on the on the other hand blow. You get rewarded for being a horrible shot, c'mon man! Haha, really. You can do better than than that. 20 seconds firing a 2000rpm HMG with a 425 round magazine?????? Even without overheating a HMG could only fire for about 12.5 seconds before having to reload. With level 3 HMG operations which gives a 9% reduction in heat, the gun locks up with still 143 rounds left in the magazine. That's 8.5 seconds of fire before we have a 10 second lock up.
Theres another nerf thats hidden and only heavies know about:
When fireing the HMG and others are shooting at you the HMG bullet stream will begin to stutter and falter up to the point of no bullets come out even if its NOT overheated!!
So that has me doing a WTF?? every time it happens.
So I press R1 with a cold HMG and if someone fires the bullets from the AR or SMG make the HMG stop shooting?? Really?
So how many heavy only nerfs are there?? Theres the blind as a bat, the turn slow as a woman trying to decide what shoes to buy, the ten second overheat helpless, the 8 second reload helpless, the judder climb with recoil, the hmg damage nerf, the expensive as hell for equipment "help" from CCP, the useless proto suits, the show up on the map to everybody, the fatman no jump nerf, geez!! this list is getting looooooong!! |
Entrei Blackstorm
ZionTCD Legacy Rising
49
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Posted - 2013.02.07 07:53:00 -
[77] - Quote
Hey Polish, long time no chat
I think there a lot of misconceptions about the hmg and inaccurate statements that people adopt as being true:
1. Range. Comparisons are made with the ar. But that's the assault hmg, which is the lowest damage hmg. The sharpshooter skill is needed to get the other hmgs into assault hmg range. 2. "Becomes more accurate as you fire"...the bullet cluster becomes tighter but then the gun's kick sets in, so I have no idea why people think its more accurate the longer you fire. If someone thinks a gun drifting up is more accurate then I guess it is. 3. Nerfs asking for spool time. That just turns hmg users into a forge gun user who hasn't charged his gun (and at least they can carry a charge). If a spool time is added then we can expect if the hmg user doesn't get the drop on someone then he can expect to lose most CQC situations due to waiting for the hmg to start to fire with the sheer dps that shotguns or higher level ars can dish out.
That's just my 2isk. |
Spartan Agoge
SVER True Blood Unclaimed.
20
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Posted - 2013.02.07 08:29:00 -
[78] - Quote
Boo, for another heavy nerf, bring back the real heavy proto suits and stop crying, There are too expensive to be as useless as they are now. Common' slot lay out needs more lows for vk0 and 1 more high for vk1. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.07 18:09:00 -
[79] - Quote
The HMG is totally over powered... when you engage it head on within it's optimal range, ooo wait the shotgun is OP'ed when you do that too, so's the laser, or the mass driver, and sniper rifles are completely OP when you sit still or move through the open without cover
The vast majority of "nerf" threads I've seen on the forums contain little to no actual data or testing information. Hardly ever contain any assessment of the weapon/suit/mods battlefield role and how it's current capability exceeds that intended role and infringes on another. The majority of those threads also lack any first hand experience with the gear in question thus ignoring it's shortcomings or the comparative required investments to skill/buy/field that item. Also frequently glossed over is the fact that both character skills and overall fitting effect the performance of the item in question (weaponry 5 + 4 complex damage mods does make a difference).
Having heard comments such as "militia gear is OP'ed, if I come around the corner point blank into a militia shotgun it'll one shot me" or "we zerged that heavy HMG dead on like five times and he just kept killing our squad" the only think I can think is of course! It's like saying "I stuck my hand in a fire and got burned, it clearly can't be poor choice or my fault so we'd better nerf fire, I'd say make it 20-70% less powerful, that way it could still heat soup to around room temperature in about 50 minutes but it couldn't burn me so quickly when I stick my hand in the flame."
Don't engage weapons in their optimal rage/context. Don't assume that you should be able to engage everything/everyone head on. Don't ignore the virtues of mobility or the hindrance of it's lack (I've killed more than one HMG user with a scout suit and Nova Knives). And please, please don't QQ on the forums when it turns out your chosen play style/weapon isn't a guaranteed "I Win" button under every battlefield condition.
0.02 ISK Cross |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.08 00:21:00 -
[80] - Quote
Cross Atu wrote:The HMG is totally over powered... when you engage it head on within it's optimal range, ooo wait the shotgun is OP'ed when you do that too, so's the laser, or the mass driver, and sniper rifles are completely OP when you sit still or move through the open without cover [:roll]
The vast majority of "nerf" threads I've seen on the forums contain little to no actual data or testing information. Hardly ever contain any assessment of the weapon/suit/mods battlefield role and how it's current capability exceeds that intended role and infringes on another. The majority of those threads also lack any first hand experience with the gear in question thus ignoring it's shortcomings or the comparative required investments to skill/buy/field that item. Also frequently glossed over is the fact that both character skills and overall fitting effect the performance of the item in question (weaponry 5 + 4 complex damage mods does make a difference).
Having heard comments such as "militia gear is OP'ed, if I come around the corner point blank into a militia shotgun it'll one shot me" or "we zerged that heavy HMG dead on like five times and he just kept killing our squad" the only think I can think is of course! It's like saying "I stuck my hand in a fire and got burned, it clearly can't be poor choice on my fault so we'd better nerf fire, I'd say make it 20-7-% less powerful, that way it could still heat soup to around room temperature in about 50 minutes but it couldn't burn me so quickly when I stick my hand in the flame."
Don't engage weapons in their optimal rage/context. Don't assume that you should be able to engage everything/everyone head on. Don't ignore the virtues of mobility or the hindrance of it's lack (I've killed more than one HMG user with a scout suit and Nova Knives). And please, please don't QQ on the forums when it turns out your chosen play style/weapon isn't an guaranteed "I Win" button under every battlefield condition.
0.02 ISK Cross I'm ashamed to say that it took me this long to see this comment.....it's....so beautiful.... |
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