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Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.05 23:21:00 -
[1] - Quote
FIRST: If this is a duplicate, please lock and let it die. I tried looking and didn't find any other threads like this one.
So it's pretty obvious that there are a growing population of players that feel the HMG is OP. My question is this: What, in your eyes, makes the HMG OP?
I also made this thread as a "central hub" of sorts for the HMG discussion. I'm curious to see what the opposite end of the barrel thinks.
Please keep the discussion civil. (wishful thinking, I know) |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.05 23:23:00 -
[2] - Quote
I'm not sure if it would make it a duplicate, but there was a thread already to vote whether or not HMGs are OP. The votes were by far in favor of saying it's either fine or needs very small tweaks. |
Lance 2ballzStrong
SyNergy Gaming
642
|
Posted - 2013.02.05 23:24:00 -
[3] - Quote
As a heavy myself, I can say honestly I won't mind a Heat build up, and a slight range nerf, like 10-15m (off maxed out proficiency)
Anything more than that, and a Heavy + HMG should just be removed from the game.
Edit: On a different note, I wonder what other class out there would admit their primary gun is OP?
I mean AR's have no recoil, Sniper Rifles do too much dmg to body shots, and the recoil sets the gun in the EXACT same spot, Shotguns dmg drop off is not enough...
Lol...I'm sure no one will admit their gun is OP.... but again, let's nerf the guy with a hitbox of a truck. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.05 23:27:00 -
[4] - Quote
Scheneighnay McBob wrote:I'm not sure if it would make it a duplicate, but there was a thread already to vote whether or not HMGs are OP. The votes were by far in favor of saying it's either fine or needs very small tweaks. I saw that thread, which is sort of why I made that little disclaimer first, so that if CCP sees it as a duplicate thread, they could just lock it and let it sink. I hoped for this to be more of a discussion than a voting thing though. *crosses fingers* |
Shadow Archeus
Wraith Shadow Guards
38
|
Posted - 2013.02.05 23:39:00 -
[5] - Quote
As a heavy I can honestly say NO its not op
It has limited range the people who are " picking you off" are doing one of three things
1. They have heavy sharpshooter skill maxed 2. You were in range and stood still thinking your ur was gonna save you 3. You are running out in the open basically waving a flag saying hey shoot me
It does heat up and when it does you're kinda screwed for a little over 10 seconds....you can't switch your weapon all you can do is run.....and in a heavy suit running isn't a sound strategy
Yeah it has 425 rounds but u blow through that quick
The damage is less than your ar and its nowhere near as accurate
Its not op people who think it is need to try the hmG instead of immediately crying op |
KryptixX
Imperfects Negative-Feedback
321
|
Posted - 2013.02.05 23:43:00 -
[6] - Quote
All it needs is a range tweak, i am shooting too far with only sharpshooter 3. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.05 23:54:00 -
[7] - Quote
Bamp |
crazy space 1
ZionTCD Legacy Rising
879
|
Posted - 2013.02.05 23:58:00 -
[8] - Quote
It's OP becuase it does more damage than an AR, but you are slow as **** so remote mines, gernades, shotguns, mass drivers, snipers counter them easily |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.02.06 00:01:00 -
[9] - Quote
I would be fine with a small tweak to range. Nothing major just a small 10 meter range nerf would be fine. After all we heavies dont tend to engage at range anyway.
However, I'm afraid of this happening because CCP is known to over nerf things....
Btw higher tier heavy suits need a buff! |
Panoscape
BurgezzE.T.F
107
|
Posted - 2013.02.06 00:07:00 -
[10] - Quote
A gek with two complex damage mods rips my heavy in two before I can drop them and I can get one shotted by a moded shotgun, so the HMG is fine, just the way it is. |
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HowDidThatTaste
Imperfects Negative-Feedback
2242
|
Posted - 2013.02.06 00:09:00 -
[11] - Quote
Higher teir suits need a buff!
The range on the standard hmg you can do whatever you want with IDK I don't use it for long distance shooting.
We need other options the burst is silly And The assault is what every one is crying about that thing shoots far.lol but still a horrible choice as a primary.
Every other suit has many viable choices we truly only have one. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.06 00:09:00 -
[12] - Quote
KryptixX wrote:All it needs is a range tweak, i am shooting too far with only sharpshooter 3. I knew I liked kryptixx for being the smart one |
Bojo The Mighty
Bojo's School of the Trades
431
|
Posted - 2013.02.06 00:09:00 -
[13] - Quote
As a Scout, I say minor tweaking at greatest maximum. I feel like dispersion over range needs some work, but then again there might be another down time fix I haven't tried yet today.
Basically, my idea of the HMG was that it was numerous low damage shots that were fired at insane RoF, thus very good DPS, and a slight increase in heat build up (not per shot but per time in use). Of course an increase in ammo carried would go with it.This is just what my idea of what the HMG should be though.
Basically, HMG users wouldn't notice the effects at close range. But at the extended range, when the shots become more dispersed, the damage caused by each shot is lower than what it currently is, so the damage you're doing over a range increasingly drops, more so than currently.
So basically, the damage has more of a drop off over range and would not be significant until you start going past mid range.
That's my conception as a scout mind you.
But the current HMG, which in comparison to other weapons fits the description of my concept HMG, needs little more than heat build up and/or range balancing. |
Moejoe Omnipotent
Imperfects Negative-Feedback
241
|
Posted - 2013.02.06 00:10:00 -
[14] - Quote
Polish Hammer wrote:FIRST: If this is a duplicate, please lock and let it die. I tried looking and didn't find any other threads like this one. So it's pretty obvious that there are a growing population of players that feel the HMG is OP. My question is this: What, in your eyes, makes the HMG OP? I also made this thread as a "central hub" of sorts for the HMG discussion. I'm curious to see what the opposite end of the barrel thinks. Please keep the discussion civil. (wishful thinking, I know)
It has too much range and outdamages all the other automatic weapons at just about every range. People keep insisting that the counter is to keep your distance but once you get to the range where heavies aren't able to hit you so hard, your AR will be dealing way too little damage to drop them before they can find cover. Heavies already have a massive health advantage. The massive stopping power advantage is overdoing it.
Giving the AR a significant range boost could be one way of solving this problem. Otherwise the HMG needs to be looked at. |
crazy space 1
ZionTCD Legacy Rising
879
|
Posted - 2013.02.06 00:14:00 -
[15] - Quote
no one complains about this crap in TF2 |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 00:26:00 -
[16] - Quote
Range is fine. Only thing that feels OP is ARs. The thing is a gyro stabilized magic machine gun. It has a huge fdamage drop off at range.
Just to clarify, what ranges are people complaining about being killed at? I've been Gek'd at about 74-90m while my basic HMG with Damage mod just tickled his shields.
the way this keeps going, I see HMGs being nerf'd into uselessness with HMGs that have slightly better range than SMGs. Looking forward to learning AR skills then.
Has anyone actually set up any damage and range videos yet? |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.06 00:45:00 -
[17] - Quote
Big miku wrote:the way this keeps going, I see HMGs being nerf'd into uselessness with HMGs that have slightly better range than SMGs. Looking forward to learning AR skills then. This is what i'd like to avoid. I don't really feel like there is anything that needs to be done to the HMGs. I get put down enough to balance out the amount people i'm putting down. I play the heavy role like I think it should be played (i.e. tight areas, try not to solo, usually am running with good support, try and get a beat on people who aren't paying attention to me, etc etc). |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 00:48:00 -
[18] - Quote
Polish Hammer wrote:Big miku wrote:the way this keeps going, I see HMGs being nerf'd into uselessness with HMGs that have slightly better range than SMGs. Looking forward to learning AR skills then. This is what i'd like to avoid. I don't really feel like there is anything that needs to be done to the HMGs. I get put down enough to balance out the amount people i'm putting down. I play the heavy role like I think it should be played (i.e. tight areas, try not to solo, usually am running with good support, try and get a beat on people who aren't paying attention to me, etc etc).
I feel you brother, I few times I try to lone wolf it I end up running into a squad of people and get absolutely demolished. Two guys working with a minimum amount of union can kill any heavy. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2013.02.06 00:55:00 -
[19] - Quote
Moejoe Omnipotent wrote:It has too much range and outdamages all the other automatic weapons at just about every range. People keep insisting that the counter is to keep your distance but once you get to the range where heavies aren't able to hit you so hard, your AR will be dealing way too little damage to drop them before they can find cover. Heavies already have a massive health advantage. The massive stopping power advantage is overdoing it.
Giving the AR a significant range boost could be one way of solving this problem. Otherwise the HMG needs to be looked at. You've never even laid hands on the HMG, have you? |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 00:59:00 -
[20] - Quote
crazy space 1 wrote:no one complains about this crap in TF2
TF2 is perfection in game form mate. all complaints are simple anti-valve demons from Microsoft. |
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Moejoe Omnipotent
Imperfects Negative-Feedback
241
|
Posted - 2013.02.06 01:00:00 -
[21] - Quote
Jotun Hiem wrote:Moejoe Omnipotent wrote:It has too much range and outdamages all the other automatic weapons at just about every range. People keep insisting that the counter is to keep your distance but once you get to the range where heavies aren't able to hit you so hard, your AR will be dealing way too little damage to drop them before they can find cover. Heavies already have a massive health advantage. The massive stopping power advantage is overdoing it.
Giving the AR a significant range boost could be one way of solving this problem. Otherwise the HMG needs to be looked at. You've never even laid hands on the HMG, have you?
I have and it gets boring to use real quick. Kills are unsatisfying (even more so than they are normally) and feel unearned (again even more so than normally, Dust has a big problem with getting gunfights to be fair). |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 01:05:00 -
[22] - Quote
Moejoe Omnipotent wrote:Kills are unsatisfying (even more so than they are normally) and feel unearned (again even more so than normally, Dust has a big problem with getting gunfights to be fair).
Sound like you need to take a break or start fighting you on corp members if you're not feeling challenged enough.
|
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2013.02.06 01:08:00 -
[23] - Quote
Big miku wrote:crazy space 1 wrote:no one complains about this crap in TF2 TF2 is perfection in game form mate. all complaints are simple anti-valve demons from Microsoft. I actually wouldn't be at all surprised if that was true...
After almost two years of playing the thing, the only complaint I have is "#$%#ING SPIES!"
And even that's just generic rage. |
Moejoe Omnipotent
Imperfects Negative-Feedback
241
|
Posted - 2013.02.06 01:10:00 -
[24] - Quote
Big miku wrote:Moejoe Omnipotent wrote:Kills are unsatisfying (even more so than they are normally) and feel unearned (again even more so than normally, Dust has a big problem with getting gunfights to be fair). Sound like you need to take a break or start fighting you on corp members if you're not feeling challenged enough.
Or CCP could tweak the skillbook system so there isn't such a huge artificial skill gap between vets and newbies so pubs stop being such a giant snoozefest. |
Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 01:16:00 -
[25] - Quote
Moejoe Omnipotent wrote:Big miku wrote:Moejoe Omnipotent wrote:Kills are unsatisfying (even more so than they are normally) and feel unearned (again even more so than normally, Dust has a big problem with getting gunfights to be fair). Sound like you need to take a break or start fighting you on corp members if you're not feeling challenged enough. Or CCP could tweak the skillbook system so there isn't such a huge artificial skill gap between vets and newbies so pubs stop being such a giant snoozefest.
It'd be nice if there we're "ranked" match making, so you'd get put up against people around your skill level.
|
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.06 01:22:00 -
[26] - Quote
Big miku wrote: It'd be nice if there we're "ranked" match making, so you'd get put up against people around your skill level.
They used to have them, although i'm not sure why they took them out. They separated the matches by the level of gear that you're using. I'd like to see a system like Medal of Honor had where they matched people according to their "skill level" which was accrued as you played and fluctuated as you played better/worse. Those with close to the same skill level as you got paired with you in match. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
|
Posted - 2013.02.06 01:23:00 -
[27] - Quote
Moejoe Omnipotent wrote:Jotun Hiem wrote:Moejoe Omnipotent wrote:It has too much range and outdamages all the other automatic weapons at just about every range. People keep insisting that the counter is to keep your distance but once you get to the range where heavies aren't able to hit you so hard, your AR will be dealing way too little damage to drop them before they can find cover. Heavies already have a massive health advantage. The massive stopping power advantage is overdoing it.
Giving the AR a significant range boost could be one way of solving this problem. Otherwise the HMG needs to be looked at. You've never even laid hands on the HMG, have you? I have and it gets boring to use real quick. Kills are unsatisfying (even more so than they are normally) and feel unearned (again even more so than normally, Dust has a big problem with getting gunfights to be fair). Same with the AR. I made an AR/Assault alt and man... It was so easy to use. Just a standard AR with type II assault and you're set. Barely kicks if you know to stop firing after 20-30 shots. It was also liberating due to speed
Edit 1: it was probably due to all the newbies though. |
Sylwester Dziewiecki
BetaMax.
33
|
Posted - 2013.02.06 01:28:00 -
[28] - Quote
From several builds I play as a HMG user in this build I also start to play on my Scout alt as stealth-shootguner.
As a Heavy I have to say that what most people do wrong when they encounter heavy is that they stand still - no matter what. Yes - I'm not dealing to them much dmg at the at the beginning when my cylinder is big, but that changed dramatically when the cylinder gets a little and I'm pointing it on head, because target gets at the time 150% dmg and he has no shield left, and as we all know HMG are more successful at droping armor then shield.. The second think that people do wrong is that they just run - they don't run to cover them self from me, no they just run to on open, maybe they think that they are doing it really fast.
I really would like to say that some tweak changes to HMG would change present shapes of battles, but I realize that these changes will make people think smarter. Maybe what's they need is wikipedia or bunch of guides move on youtube telling them how the hell kill heavy in smart and safety way.
Ninety-five percent of the people I kill, are not working as a team. Despite the fact that my gun is designed to be crowd-control I kill people that encounter me one by one. If three of them are trying to kill me I find myself a place to separate two of them and kill "the bravest", then I kill the wounded guy, in the meantime last one is not even looking for a cover. They are working like a bunch of individualists.. It is rare that someone tried to kill me with a grenade or remote explosive in those days
Changes in weapons are long-term, human stupidity does not. Sorry if that sound's rude but I think that people who have just started to play are not a good indicator of the changes in weapon balance. Why would I want to see changes to weapon? Just turn on by default push-to-talk voices and in less than a week none will have a problem with killing Heavy with HMG. |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
|
Posted - 2013.02.06 01:55:00 -
[29] - Quote
Panoscape wrote:A gek with two complex damage mods rips my heavy in two before I can drop them and I can get one shotted by a moded shotgun, so the HMG is fine, just the way it is.
What you are not considering, is that maybe the other weapons OP, and this will affect more than just you if all of them are. Think of the poor newb in his soft squishy suit.
Trust me, I know; I still wear one. Geks a one shot Burst for my Raven Assault with militia mods on it., I survive HMGs better. LR kills it in less time than a Gek because it is almost instantly on target and can't miss because it always on. It can stray off target depending on the user, but if it moves over the target it always hits with continuous fire is what I mean.
It's sort of like comparing waving your hand through a bunsen burner flame rapidly and making one quick pass through the water jet on a titanium cutting machine. The first results in maybe a blister if it's hot and some smoky residue, the second costs you whatever part of your hand was on the other side of it. |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.06 02:00:00 -
[30] - Quote
the HMG needs a spool up time, no reason for them to be able to shoot soon as they touch the trigger, all Heavy weapons should basically need to be charged.
the spread is too tight, HMGs should be for suppressing not sniping them like a normal AR. |
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Big miku
Internal Error. Negative-Feedback
91
|
Posted - 2013.02.06 02:08:00 -
[31] - Quote
usrevenge2 wrote:the HMG needs a spool up time, no reason for them to be able to shoot soon as they touch the trigger, all Heavy weapons should basically need to be charged.
the spread is too tight, HMGs should be for suppressing not sniping them like a normal AR.
ARs are not for for sniping mate, and real life miniguns have zero spool up time, why would super magic space nano-machine miniguns have one? HMGs with spool time means every heavy will switch to ARs, then threads saying "Heavy with ARs need a nerf" will show up or all heavies will start camping everything.
You're also assuming that every round is hitting the target in the spread that is too tight. It is a wall of bullets flying at you.
see this Video? See any spool time
http://www.youtube.com/watch?v=sALiuWg_I1k
A-10S ARE OP, THEY NEED TO BE NERF'D GIVE THE GAU 8 A SPOOL UP! |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.06 02:28:00 -
[32] - Quote
usrevenge2 wrote:the HMG needs a spool up time, no reason for them to be able to shoot soon as they touch the trigger, all Heavy weapons should basically need to be charged.
the spread is too tight, HMGs should be for suppressing not sniping them like a normal AR. Please, not this again. NO SPOOL UP. Sorry for shouting.
The HMG is grand as it is. Any decent players I come up against do well against me. More than one decent player and I might take one out and am either dead on the ground, or hiding with a sliver of armour looking for my logi fast. |
Mithridates VI
New Eden Research Foundation
164
|
Posted - 2013.02.06 02:30:00 -
[33] - Quote
Speaking as a new player, running a medic and usually carrying a tiny gun, I'm cool with the HMG staying as it is. If a heavy is doing things right, I can't bring him down with my gun. I shouldn't be able to. If I get the attention of a heavy gunner, I need to lose that attention. If a heavy is doing things wrong, anyone can bring him down.
Every time a heavy gunner has killed me, I've come away thinking "Okay, up/down movement is easy for the constant stream of bullets to follow. Don't do that again." or "Need to live long enough next time to unload the shotgun another two times." ...but I never feel like perhaps the gun was too powerful.
Changing the spread or similar mechanics without totally nerfing the thing might be a good way to go if it fits the role the devs want the gun to fill... but I'd be disappointed to see if nerfed into oblivion.
Edited to talk about HMG instead of just heavies in general. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.06 02:31:00 -
[34] - Quote
I say if it had to be nerfed, increase heat build up (one pull is enough to down 1 heavy, 1 scout, and 1 assault on a standard)
and decrease the 'effective' range while maintaining current hit range (similar to how lasers are good at long range but suck awful at short)
As for the heavy, they're not op, its the weapons that make them seem so because they're the only class able to wield them. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.06 02:35:00 -
[35] - Quote
Iron Wolf Saber wrote:and decrease the 'effective' range while maintaining current hit range (similar to how lasers are good at long range but suck awful at short)
This I like. As an HMG user, i'd be fine with this. |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2013.02.06 02:49:00 -
[36] - Quote
usrevenge2 wrote:the HMG needs a spool up time, no reason for them to be able to shoot soon as they touch the trigger, all Heavy weapons should basically need to be charged.
the spread is too tight, HMGs should be for suppressing not sniping them like a normal AR.
And get smeared by an AR with three damage mods before your bullets leave the barrel? No.
A slight increase to heat build up would be acceptable. At ops lvl 5 you can pin the trigger until you have 22 rounds left in the mag before overheating. This is a bit excessive and I will agree that some changes could be made. Focused fire decreases projectile spread over time. Faster heat build up would decrease accuracy and effectiveness at range by itself.
Nerfing the HMG should accompany the addition of more mod slots on higher tier suits period. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.06 03:02:00 -
[37] - Quote
Funny. I'm a HMG wielder and most of the kills I get are one or two guys who see me and come running straight, yes I said straight, at me at low mid to short range. Do I eat them? Yes I do. But when I get two guys that work together and know not to go head to head with my HMG, they have really good chance to beating me. Three plus guys working smartly together and I'm almost guaranteed dead. But this all assumes that they meet me when/if I'm alone.
Also, I have had many MANY times where I was getting my armor chewed by AR wielders who were just out of my range, and they weren't just tickling my armor. They were doing significant damage.
Here's the thing that some people miss. Damage per shot is much higher on the AR than the HMG. I think the only thing the HMG beats on a damage per shot basis is the SMG but I can't be sure on that. However, the HMG's rate of fire makes up for this shortfall. So though we HMG wielders may do twice the damage per second of an AR, we have to throw three, or more, times the rounds of ammo out there at a shorter effective range. Then we have HMGs that have longer range, but lower damage per shot. Burst HMGs also have a lower damage per shot than the standard HMG, but it can fire 4000 rounds per minute rather than the 2000 of the other two types.
The slow speed of the heavy suit also means that all other suit types get to dictate the range of the encounter.
One more thing for the HMG. Under continuous fire, the barrell does climb if we don't manipulate the controller to keep it down and on target.
So... We're slower, less maneuverable, and only outrange the shotgun, SMG, and maybe sometimes the Scrambler pistol. So OP I could die. LMAO |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.06 03:09:00 -
[38] - Quote
My favorite whine about HMGs is the no spool up whine, delicious CoD ignorance fueled whine.
On a side note, it's bothersome that people would rather whine at CCP to balance the game towards them instead of trying to figure out how to beat what's killing them. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.06 03:35:00 -
[39] - Quote
All this HMG is OP talk is pretty new...so seeing as how the range increase is way old news what's changed? Oh right...nothing really. The AR lost the ability to put every shot straight in to the head of a heavy from across the map and now the heavy suit with HMG is OP? Everyone who thinks that can suck it. Suck it long, and suck it hard. |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2013.02.06 03:41:00 -
[40] - Quote
Vance Alken wrote:My favorite whine about HMGs is the no spool up whine, delicious CoD ignorance fueled whine.
On a side note, it's bothersome that people would rather whine at CCP to balance the game towards them instead of trying to figure out how to beat what's killing them.
People wont be satisfied until heavies are easy to kill and cant defend themselves. After this next round of nerfs the class will be useless and they will get what they want: heavies wont be a threat and they can make up some other excuse for dying. Personally I think flux grenades will be the source of the next QQ river. Not bc they need nerfed but bc they are usefull and effective. |
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Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.06 03:42:00 -
[41] - Quote
Wait until the caldari have their version... That will have a spool up time before it starts blapping folks and vehicles alike. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.06 03:44:00 -
[42] - Quote
Iron Wolf Saber wrote:Wait until the caldari have their version... That will have a spool up time before it starts blapping folks and vehicles alike. And the Minmitar suit will be made of sticks and bits of twine, just like their ships. |
Pyrielone
Reaper Galactic
4
|
Posted - 2013.02.06 04:05:00 -
[43] - Quote
I've killed and have been killed by heavies with an hmg. I don't see a problem with the gun at all its a room sweeper weapon thatsall just dont run up on one and you'll survive. Same with shotguns keep them at range and mow them down. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.06 04:06:00 -
[44] - Quote
increase damage and spread. it should melt all at close range but have to work for its kills in the long range(AR should win past its optimal) tho I wouldnt mind seeing the spray reduce to less then what it is now in the last 50-100 rounds.
Also the HMGs that kill you are proto because HMGs are so broken that its not worth running anything less then proto. just wait till the duvolle or Balac's are in common use, HMGs will be useless. |
KryptixX
Imperfects Negative-Feedback
321
|
Posted - 2013.02.06 04:28:00 -
[45] - Quote
fred orpaul wrote:Also the HMGs that kill you are proto because HMGs are so broken that its not worth running anything less then proto. just wait till the duvolle or Balac's are in common use, HMGs will be useless. lolwut?
That is the opposite of how it is, unless you are talking about the broadside... |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.02.06 04:56:00 -
[46] - Quote
If a heavy is so op, why is by large more people roll assault suits with AR. and still play other suits?
If it was the I win button, I would expect at least 50% heavy, and not the paltry 25% or less
Its not like it takes a insane amount of investment, you generally will always win back more money than invested in played right using type 2 and a second rate minigun.
Of course if you want to go realy ghetto (and can't wait) use the BPO heavy suit, if it is realy just gun that makes it insanely good you will be a god each match.
|
Sgt S-Laughter
SVER True Blood Unclaimed.
22
|
Posted - 2013.02.06 04:59:00 -
[47] - Quote
Balance is not about everyone being equal, it's about everyone being good where they're supposed to be. It's about checks and balances. Hopefully it's also about involving counter play more than straight up dps measurements under "optimal" circumstances (Doesn't it sound better that your skill in controlling circumstances lead to your victory in spite of the dps measurements?)
I think the HMG is currently doing it's job well. They are tanky, they have lots of bullets, and they can chew down almost any target in an instant.
Some people's comments are saying "don't stand still," and at the same time saying "don't run." It's kinda funny. This type of attitude and conflicting advisement makes me feel maybe the hmd does need tweaking... But I'm not going to say for sure.
Definite No -
Do NOT add spool time. This does not exist in reality. The bullets are fired as soon as the barrel starts spinning. They could have it's RoF start slower and gain over time... But I don't think that is the best way to tackle this problem anyway.
Do -
Look at it's maximum effective range. This game seems to play around maximum effective range a lot, and this is a variable that a player should be able to have some control over (both the heavy and the ar). Giving the players this method adds some play and counter play.
This prolly needs to be done for all weapons though, not just the HMG. And really, for being a BETA, I would assume ccp is already monitoring balance and tweaking things behind the scenes to bring the game into the balance they want for us. If they aren't, then this game is already dead lol XD |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.06 05:02:00 -
[48] - Quote
Polish Hammer wrote:FIRST: If this is a duplicate, please lock and let it die. I tried looking and didn't find any other threads like this one. So it's pretty obvious that there are a growing population of players that feel the HMG is OP. My question is this: What, in your eyes, makes the HMG OP? I also made this thread as a "central hub" of sorts for the HMG discussion. I'm curious to see what the opposite end of the barrel thinks. Please keep the discussion civil. (wishful thinking, I know)
https://forums.dust514.com/default.aspx?g=posts&t=53941&find=unread
attempted to list the advantages and disadvantages of the heavy.
people have added to it, and expanded in other threads.
however, the conlclusion i (and a good deal of others) have come to is that the HMG is fine(been nerfed ENOUGH) and that in fact, the heavy suits could use a HP boost so they could be more effective with the HMG(or improve hit detection so a thirf of the rounds don't vanish in thin air) |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.06 05:06:00 -
[49] - Quote
Big miku wrote:crazy space 1 wrote:no one complains about this crap in TF2 TF2 is perfection in game form mate. all complaints are simple anti-valve demons from Microsoft.
what TF2 stand for? |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2013.02.06 05:09:00 -
[50] - Quote
General Tiberius1 wrote:Big miku wrote:crazy space 1 wrote:no one complains about this crap in TF2 TF2 is perfection in game form mate. all complaints are simple anti-valve demons from Microsoft. what TF2 stand for? Team Fortress 2.
It's a really popular PC shooter from Valve. It's probably one of the most popular and well balanced shooters on the internet. |
|
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.06 05:11:00 -
[51] - Quote
Iron Wolf Saber wrote:Wait until the caldari have their version... That will have a spool up time before it starts blapping folks and vehicles alike.
you know this how? |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.06 05:13:00 -
[52] - Quote
Patoman Radiant wrote:If a heavy is so op, why is by large more people roll assault suits with AR. and still play other suits? If it was the I win button, I would expect at least 50% heavy, and not the paltry 25% or less Its not like it takes a insane amount of investment, you generally will always win back more money than invested in played right using type 2 and a second rate minigun. Quote:Of course if you want to go realy ghetto (and can't wait) use the BPO heavy sui t, if it is realy just gun that makes it insanely good you will be a god each match.
use that all the time. i go splat a great deal. HMG=/=OP |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2013.02.06 06:59:00 -
[53] - Quote
Patoman Radiant wrote:If a heavy is so op, why is by large more people roll assault suits with AR. and still play other suits?
If it was the I win button, I would expect at least 50% heavy, and not the paltry 25% or less
Its not like it takes a insane amount of investment, you generally will always win back more money than invested in played right using type 2 and a second rate minigun.
Of course if you want to go realy ghetto (and can't wait) use the BPO heavy suit, if it is realy just gun that makes it insanely good you will be a god each match.
People run assault because its versatile...as it is intended to be. Also everybody with any knowledge of DUST will admit high lvl assault>high lvl heavy. In a couple more weeks assault players will be turning heavies into cream of wheat because of dropsuits. Past the Type II the heavy class is broken and everybody knows it. Go to the market and scope the Iskies needed for a VK 1 dropsuit. After the shock wears off the term balance will have a new meaning. |
Rasatsu
Much Crying Old Experts
437
|
Posted - 2013.02.06 07:21:00 -
[54] - Quote
I've found the HMG's I face to be underpowered, cause I just hide behind the corner when I start seeing bullets streak past around me.
It's not like he's going to be running after me. |
Ghost-33
ShootBreakStab
108
|
Posted - 2013.02.06 09:36:00 -
[55] - Quote
If you AR guys get the HMG nerf to range you will all just cry OP more because Us heavys won't even try to engage at range at all, It will only be CQC, and the QQ will be even greater.
As a side, I've taken many heavys down with my Exile, and since I play heavy mainly I know that when I am shooting at one if it looks at me I get the hell out of there until something catches its attention again. You really just don't want that BFG pointed at you while your poppin him in the head. |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.06 09:50:00 -
[56] - Quote
fred orpaul wrote:increase damage and spread. it should melt all at close range but have to work for its kills in the long range(AR should win past its optimal) tho I wouldnt mind seeing the spray reduce to less then what it is now in the last 50-100 rounds.
Also the HMGs that kill you are proto because HMGs are so broken that its not worth running anything less then proto. just wait till the duvolle or Balac's are in common use, HMGs will be useless.
I play Type 1 hvy with basic HMG at the moment. I seem to do pretty good at it as I've killed many a merc with my current set up. Other than that, having to deal with barrel climb that get's worse the longer we hold the trigger, and the damage fall off at longer ranges does make us work at getting our kills at range. People said get good. Well I'm working it! |
Shijima Kuraimaru
WarRavens
168
|
Posted - 2013.02.06 09:53:00 -
[57] - Quote
Sgt S-Laughter wrote:Balance is not about everyone being equal, it's about everyone being good where they're supposed to be. It's about checks and balances. Hopefully it's also about involving counter play more than straight up dps measurements under "optimal" circumstances (Doesn't it sound better that your skill in controlling circumstances lead to your victory in spite of the dps measurements?)
I think the HMG is currently doing it's job well. They are tanky, they have lots of bullets, and they can chew down almost any target in an instant.
Some people's comments are saying "don't stand still," and at the same time saying "don't run." It's kinda funny. This type of attitude and conflicting advisement makes me feel maybe the hmd does need tweaking... But I'm not going to say for sure.
Definite No -
Do NOT add spool time. This does not exist in reality. The bullets are fired as soon as the barrel starts spinning. They could have it's RoF start slower and gain over time... But I don't think that is the best way to tackle this problem anyway.
Do -
Look at it's maximum effective range. This game seems to play around maximum effective range a lot, and this is a variable that a player should be able to have some control over (both the heavy and the ar). Giving the players this method adds some play and counter play.
This prolly needs to be done for all weapons though, not just the HMG. And really, for being a BETA, I would assume ccp is already monitoring balance and tweaking things behind the scenes to bring the game into the balance they want for us. If they aren't, then this game is already dead lol XD
We do get to play around a bit with maximum effective range. They're called sharpshooter skills. Perhaps modules will also be released later that will allow for adjustments to range as well. |
Iam Krogan
Tuchanka Wrecking Crew
6
|
Posted - 2013.02.06 13:15:00 -
[58] - Quote
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. |
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
Posted - 2013.02.06 13:29:00 -
[59] - 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.
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? |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.02.06 13:41:00 -
[60] - Quote
Polish Hammer wrote:FIRST: If this is a duplicate, please lock and let it die. I tried looking and didn't find any other threads like this one. So it's pretty obvious that there are a growing population of players that feel the HMG is OP. My question is this: What, in your eyes, makes the HMG OP? I also made this thread as a "central hub" of sorts for the HMG discussion. I'm curious to see what the opposite end of the barrel thinks. Please keep the discussion civil. (wishful thinking, I know)
1. Can never be truly overheated. 2. Shoots bullets as soon as you hold the trigger, perhaps require to spin up or lower RPM?
I miss my proto Heavy with speed mods... |
|
Iam Krogan
Tuchanka Wrecking Crew
6
|
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.
|
KripnawtiQ Prime
L.O.T.I.S. Legacy Rising
206
|
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
|
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
|
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
|
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
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.
|
Irish Syn
Chernova Industries
123
|
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
|
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
|
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
|
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. |
|
Oxskull Duncarino
Shadow Company HQ
165
|
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
|
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
|
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
|
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.
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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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