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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
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Posted - 2013.02.07 08:47:00 -
[1] - Quote
A lot of people talk about the balance of the ingame portion regarding the HMG. For the most part, cooler heads that I've seen have no issue with the HDS (Heavy Drop Suit), it's the HMG they hate, and the general census I've seen all leans towards nerfing the range on the HMG, which I'm not a fan of but would take in place of a drastic nerf.
The Heavy should be a situation dictated role. On Maps with short medium ranged exchanges, they should dominate in one on ones with the exception of going against shotguns in CQC (who's balancing problems are for a different thread).
So an effective range reduction, from a functional standpoint, would make sense. But it also adds to the biggest drawback of the heavy over ANY other spec outside of tanker.
COST. I'm talking SP and ISK. It's the polar opposite of cheap.
Heavy Gear costs about 300% more than it's higher level AR counterparts.
As this game progresses, new Heavies will not fair well against medium buffed AR users, snipers....well hell, anything. Nothing interferes with the hit detection on them, so they'll actually take every bullet meant for them unlike the scout suits and faster logi and Assault suits. And they'll be spending more ISK and SP for the privilege.
At some point in time, if you make the Heavy/HMG combo pointless to operate vs the cost, then newer players won't spec for it. It'll become a secondary role and only the long time players from the Beta will be the ones running around with it because we've spent the ISK and SP and already have built the role to the point where we can function well. Or newer player will "cook" their Heavy which pretty much does the same thing.
Right now I'm running an armor tanked Heavy. My "best" one on one loadout is 94k, and that's just using tier III gear. If I die three times in a skirmish match with that rig, I lose money. Although that "best" loadout isn't as good as the relatively cheaper "Shielded Heavy" utilizing the Type II suit for most maps due to additional speed and shields. Which is another problem for a different thread...ie, might as well change the name of the game to Shields514.
In order to be an effective Heavy, not dominant, just effective, you have to spend a ton more SP's than other roles. And it's worth it currently. And nerfing the range would then add additional SP cost as sharpshooter 5 would be practically mandatory.
The Heavy/HMG is currently working as intended with the room for some tweaks. If changes are made beyond minor tweaks, then just get rid of it because at some point it won't be cost effective to run.
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Ion Crush
Militaires-Sans-Frontieres
32
|
Posted - 2013.02.07 08:54:00 -
[2] - Quote
I could see reducing the time it takes for the HMG to overheat as a possible balance. Reduce the amount of time the heavy can just simply spray bullets at someone farther away will reduce the amount of kills they get at range. |
Kovak Therim
ZionTCD Legacy Rising
158
|
Posted - 2013.02.07 08:55:00 -
[3] - Quote
Players would just move on to the next thing to cry about. It will never stop. I despise the shotgun users, but you don't see me going after their weapon of choice. Leave my ******* HMG alone.
- The shield variant of the proto heavy suit is over twice what it should be in the market because whiners wouldn't STFU in previous builds. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.07 08:58:00 -
[4] - Quote
The HMG should not have a range nerf (in my opinion).
Numbers:
Currently 1-35 optimal range and 60 max range.
With range nerf 1-25/30 optimal range and 40-45 max range (I've seen this is what people want the range of the HMG to be).
Why would I even invest SP into sharpshooter with that range? Even with 40% more range (with both sharpshooter skills at level 5, which is a ton of SP to get), you'll only have a optimal range of 42 and max range of 63 (not to mention you'll barely do any damage at 60 meters).
A range nerf to the HMG will make the heavy way too situational. The heavy does not have the speed to being able to dictate where and how gunfights are happening.
Edit: The only nerf to the HMG I want to see is a slightly faster overheat. |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.07 08:59:00 -
[5] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=53941&find=unread
tried to get some facts out there on the heavy and HMG |
Tamuramu
OSG Planetary Operations Covert Intervention
15
|
Posted - 2013.02.07 09:00:00 -
[6] - Quote
hmm |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.02.07 09:01:00 -
[7] - Quote
Adv and proto suits need more slots. Damage mods need stacking penalties. Prices for heavies need to be broguht down slightly. Either bring range down on hmg, increase spread, or increase heatbuild up, not all 3 at the same time, we already did that. |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
|
Posted - 2013.02.07 09:03:00 -
[8] - Quote
Most people dont realize that when they get killed at distances they think they shouldnt the HMG user most likely has specd soley into Sharpsooter and/or using the Assualt HMG. ( wich both add to range )
If anything change the Passive skill from 5% to 3% personally I think this is the best way to go about it as it would keep the HMG usable while limiting the maximum effective range.
and if they HMG is so "OP" why dont we see more usersand why do we see so many people droping the HMG for the GEK ( even tho they are Heavys ) |
Kovak Therim
ZionTCD Legacy Rising
158
|
Posted - 2013.02.07 09:03:00 -
[9] - Quote
Ion Crush wrote:I could see reducing the time it takes for the HMG to overheat as a possible balance. Reduce the amount of time the heavy can just simply spray bullets at someone farther away will reduce the amount of kills they get at range.
I could live with this, but it wouldn't be good enough for the crybabies and you know it. The HMG/heavy topics would continue unabated.
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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.07 09:18:00 -
[10] - Quote
DropKickSuicide wrote:
and if they HMG is so "OP" why dont we see more usersand why do we see so many people droping the HMG for the GEK ( even tho they are Heavys )
That's been pissing me off more than anything lately...guys running around in a militia heavy, running shield extenders and a GEK....what the hell is that all about?
Back in a previous build I ran my fatsuit with a Breach (when they were preferred over the standard AR) and ZOMG it was ridiculous.
As a Heavy users I really hate guys that just use the militia suit to roll through their early stages and then go shield tank AR as soon as they can.
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usrevenge2
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.02.07 09:21:00 -
[11] - Quote
HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo. |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
|
Posted - 2013.02.07 09:23:00 -
[12] - Quote
usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo.
This makes no real sense, even HMG of our own time have 0 spull up time and pinpoint accuracy at a fairly far distance. |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
|
Posted - 2013.02.07 09:26:00 -
[13] - Quote
BattleCry1791 wrote:DropKickSuicide wrote:
and if they HMG is so "OP" why dont we see more usersand why do we see so many people droping the HMG for the GEK ( even tho they are Heavys )
That's been pissing me off more than anything lately...guys running around in a militia heavy, running shield extenders and a GEK....what the hell is that all about? Back in a previous build I ran my fatsuit with a Breach (when they were preferred over the standard AR) and ZOMG it was ridiculous. As a Heavy users I really hate guys that just use the militia suit to roll through their early stages and then go shield tank AR as soon as they can.
I agree,
I see more Heavys wit ARs and Shotyguns ( what hecks up wit that? ) then HMGs |
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.02.07 09:28:00 -
[14] - Quote
usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo.
https://www.youtube.com/watch?v=nG3Hi7K9MU4
No spoolup. Get owned. |
Kovak Therim
ZionTCD Legacy Rising
158
|
Posted - 2013.02.07 09:34:00 -
[15] - Quote
usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo.
Yes, that way we are completely helpless and can't fight back for a couple of seconds giving any second rate player a chance to bring us down with nothing but a militia AR. Perfect for scrubs.
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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.07 09:44:00 -
[16] - Quote
usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo.
I'd rather they just delete the HMG than give it spool up time. This was on Brink. I got used to it, but I never liked it. In Brink though, I could carry and AR with the Minigun.....so running around I still had a distance weapon....it's no the same here.
NO SPOOL UP.
NO INCREASED SPREAD.....guys are jumping all over the place as it is messing with the hit detection anyways
Heat lock needs to occur sooner. Maybe a SLIGHT....I like the 3% vs 5% idea.....nerf in the range. That's it. |
Faquira Bleuetta
Rebelles A Quebec
5
|
Posted - 2013.02.07 10:06:00 -
[17] - Quote
BattleCry1791 wrote:usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo. I'd rather they just delete the HMG than give it spool up time. This was on Brink. I got used to it, but I never liked it. In Brink though, I could carry and AR with the Minigun.....so running around I still had a distance weapon....it's no the same here. NO SPOOL UP. NO INCREASED SPREAD.....guys are jumping all over the place as it is messing with the hit detection anyways Heat lock needs to occur sooner. Maybe a SLIGHT....I like the 3% vs 5% idea.....nerf in the range. That's it.
Stop Whining
http://www.youtube.com/watch?v=EL8e2ujXe8g |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2013.02.07 10:17:00 -
[18] - Quote
why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.07 10:20:00 -
[19] - Quote
Necrodermis wrote:why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again.
... have you actually ran with squads? scout suits and assault suits would run rings round your proposed heavy centric squad lol |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.07 10:23:00 -
[20] - Quote
Necrodermis wrote:why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again. Is that why there's only heavies/logis being used in corp battles currently? Oh wait, pretty much everyone is scouts and assaults.
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Okami Ryuku
SVER True Blood Unclaimed.
4
|
Posted - 2013.02.07 10:26:00 -
[21] - Quote
As arguably one of the best heavies in sver true blood, I formally disagree a lvl 2 shot gun vs. My lvl 3 drop suit at close range can easily kill me with one to two shots all day. If ya sneak up on me I will die with a curse on my lips. But I have no issue with it because that's the point of a shotgun. Ask marston VC he is insane with it and he runs a scout suit, people vastly underestimates the scout suit. I think people need to stop complaining and let CCP do their job they know what's going on and will nerf or buff what needs to Be modify. It's their game let them make it. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.07 10:27:00 -
[22] - Quote
BattleCry1791 wrote: . . OP post . .
Balancing with ISK, If you want to do balancing, forget everything about isk cost. Create a balance of operational use because that's what matters in what's underpowered and what's not. It's not the pricetag. Additionally, free market is going to tune the prices according every items actual worth in usability.
In short: Forget balancing with isk prices.
Balancing with SP, That can be done slightly, but it is usually very poor way to do it or at least has to be done using extreme caution. Why? If something is totally OP and as a result it's SP requirements are made high, the only result is that old players have access to that untuned OP asset and wipe the floor with the rest.
About heavies and HMGs: They are fine. Sure they are terrible thing to face close by but so they should. They have plenty of strengths and plenty of weaknesses. Sure, you have to run away from them in some cases, but you have to smart enough to realize that. In other times, they are so easy to kill. Even the range isn't problem as you can easily pepper headshots for two seconds before HMG even start to get accurate. Repeat 2-3 times and presto. |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.07 10:30:00 -
[23] - Quote
Bendtner92 wrote:Necrodermis wrote:why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again. Is that why there's only heavies/logis being used in corp battles currently? Oh wait, pretty much everyone is scouts and assaults.
This ^
Heavies do great in pub rooms, but in corp battles I hear they're real worth is how much SP they have in forge guns. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.07 10:36:00 -
[24] - Quote
Okami Ryuku wrote:As arguably one of the best heavies in sver true blood,
CHALLENGE (wait for it).......................
.................... ACCEPTED!!
It shall be conducted as a series of ever more devious tasks concluding with a race to see who can kill the most drop ships... with a mass driver!!... |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
|
Posted - 2013.02.07 10:37:00 -
[25] - Quote
KEROSIINI-TERO wrote:BattleCry1791 wrote: . . OP post . .
Balancing with ISK,If you want to do balancing, forget everything about isk cost. Create a balance of operational use because that's what matters in what's underpowered and what's not. It's not the pricetag. Additionally, free market is going to tune the prices according every items actual worth in usability. In short: Forget balancing with isk prices. Balancing with SP,That can be done slightly, but it is usually very poor way to do it or at least has to be done using extreme caution. Why? If something is totally OP and as a result it's SP requirements are made high, the only result is that old players have access to that untuned OP asset and wipe the floor with the rest. About heavies and HMGs:They are fine. Sure they are terrible thing to face close by but so they should. They have plenty of strengths and plenty of weaknesses. Sure, you have to run away from them in some cases, but you have to smart enough to realize that. In other times, they are so easy to kill. Even the range isn't problem as you can easily pepper headshots for two seconds before HMG even start to get accurate. Repeat 2-3 times and presto.
If SP and ISK are not used to Balance anything then why are there differennt prices in the game?
Why not make EVERY dropsuit cost Xamount and EVERY weapon cost Xamount?
Why does better equipment cost more if cost is not a balencing factor?
Why do Dropships and Tanks cost more then LAVs? they are all Vehicles just with different jobs right? |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.02.07 10:47:00 -
[26] - Quote
correction, just went up against a heavy/logi team, we won, but barely. top 5 on both teams all had over 10 deaths. It was a hell of a fight. honestly, the biggest issue going against a team like that is running into a group of 3 heavies in relatively close quarters is a death sentence, unless you run, and you run fast.
heavies need some work. particularly in the offence dpt. currently, I can usually get most heavies to half armor before I'm dead. the kicker is, if there are two heavies, I'm dead, but if two assaults run into a heavy, the odds are still in fatty's favor, unless the assault guys are using adv/prototype gear.
tone down the HMG a bit, make heavies have to work for their kills, or at least not be able to walk around corners holding R1.
furthermore, I still suggest a 33% chance of a catastrophic explosion whenever the trigger on a sniper rifle is pulled. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.07 10:50:00 -
[27] - Quote
Orin the Freak wrote:correction, just went up against a heavy/logi team, we won, but barely. top 5 on both teams all had over 10 deaths. It was a hell of a fight. honestly, the biggest issue going against a team like that is running into a group of 3 heavies in relatively close quarters is a death sentence, unless you run, and you run fast.
heavies need some work. particularly in the offence dpt. currently, I can usually get most heavies to half armor before I'm dead. the kicker is, if there are two heavies, I'm dead, but if two assaults run into a heavy, the odds are still in fatty's favor, unless the assault guys are using adv/prototype gear.
tone down the HMG a bit, make heavies have to work for their kills, or at least not be able to walk around corners holding R1.
furthermore, I still suggest a 33% chance of a catastrophic explosion whenever the trigger on a sniper rifle is pulled. If two assaults can't take down one heavy, they're doing it wrong. Try flanking next time.
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2013.02.07 11:37:00 -
[28] - Quote
As the matter of fact, A HMG heavy is an undisputed best n00bgrinder in this game. High HP, High DPS and Large magazine. We can keep shooting at them the longest. We can stay alive shooting at them the longest. Thus, we can kill them very fast and effective. N00b will whine about HMG Heavy. We can't deny that.
Does this make a HMG heavy OP ? Hardly. We may come with DPS and HP advantage. But we also come with range and speed disadvantage. If you think these disadvantage are meager and of no use to you. It just show your inability to exploit them, aka n00bness. That is why we are so good at kiling n00bs. They do nothing else but stand still and shoot at our feet.
A vet will shrug at us and just stay out of our effective range or dance around a crate until his shield is full again. In fact, what seperate a good heavy from a bad heavy is not their HP nor their DPS. It is an ability to close in, engage and dance around covers with tutle moving and turning speed, aka brain.
This is not a point&click RPG where you just trade blow after blow until one drop dead. This is a FPS game. If you think EHP and DPS is an end all be all, you are in the wrong game. |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.02.07 12:25:00 -
[29] - Quote
all I hear is the denial with the arguments of range disadvantage, speed & slower turning. don't get me wrong, I do not care about heavies being strong in one thing and I am glad when I have a heavy to support with my repairs in my team but the HMG accuracy and range is really good, if it is too good will have to be decided by the devs.
but regarding the "disadvantages": first of all, the usual engagement range is inside 30m. running in the open is not an argument. if you run in the open you will die regardless of weapon wield. you dont have to expose yourself if you are outside your optimal. my logibro layout uses a SMG and I have heavily invested into sharpshooter which brings my optimal range to about 20 meters (alot less than HMG without ANY SP in sharpshooter) which is enough for 99% of my engagements.
second, the speed is not a real disadvantage. you can move around the map quite fast with vehicles, even for free with the starter LAV. the sprint speed is slightly higher than the logis walk speed, but this means the logi can keep up while walking and REPAIR you during it, which is crucial if you are doing it during a firefight, an assaultsuit would instantly run out of range and die.
third, the turning speed, oh really? I dont have problems to keep up with a light suit dancing around me, why do you? increase the sensitivity or use a mouse, turning issues gone.
it is a fact, the disadvantages are no real disadvantage, merely pseudo ones. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.02.07 13:32:00 -
[30] - Quote
Necrodermis wrote:why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again.
Yeah!! thats why I am so OP in heavy HMG..........pakoosh!, pakoosh!!!, PAKOOSH!!!.....er dead again and why is that shotgun scout killing me again??
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
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Posted - 2013.02.07 13:38:00 -
[31] - Quote
Jack McReady wrote: it is a fact, the disadvantages are no real disadvantage, merely pseudo ones.
No a disadvantage is still a disadvantage just not a game-breaking one that make heavies useless. And smart player know how to compensate those things. But that doesn't make a tool he use OP. He's just good.
If you have no problem with range disadvantage as a SMG Logi. Does that meant SMG have no range disadvantage whatsoever and sniper range have no advantage over you ? Does that mean SMG range is also OP ?? Or does it simply mean you are a good player who know how to choose your range of engagement ???
Regarding speed disadvantage, I didn't mean it as speed to move around the map. More like mobility during an encounter. A capable player can dance around a rock without a heavy able to shoot him ONCE. Try it. I know you can also do it. It's simply physically impossible for us with walking/running speed we got. |
Rei Shepard
Spectre II
72
|
Posted - 2013.02.07 14:50:00 -
[32] - Quote
Quote:This makes no real sense, even HMG of our own time have 0 spull up time and pinpoint accuracy at a fairly far distance.
I saw the movie in the link and i would like to see him do that with it equiped with a sling over his shoulder and carried, and see how much of that accuracy is left. sure ingame you are using an Exo but its attached to a sling and not an harnass so not all the recoil should be absorbed. |
Kam Elto
KILL-EM-QUICK RISE of LEGION
6
|
Posted - 2013.02.07 16:06:00 -
[33] - Quote
just give everyone a big stick, two stones and the same amount of shields/armor. it won't be fun but by god nobody will be percieved as being OP. |
Dagon Cthulhu Clone
Fraternity of St. Venefice Amarr Empire
4
|
Posted - 2013.02.07 16:20:00 -
[34] - Quote
im looking forward to when its paired up with the winmatar heavy suit and any kind of boost it gets |
Jariel Manton
SVER True Blood Unclaimed.
210
|
Posted - 2013.02.07 16:27:00 -
[35] - Quote
You make a very very valid point. I'm inclined to say that yes the HMG range needs to be nerfed. I absolutely hate popping a corner and seeing a heavy. However, the price of these suits and the sp required is a nerf on its own. People that are running these suits are already paying a heavy price in isk.
So, when i came to this thread i was all about nerfing HMG range but after reading your arguments about isk cost i believe that the current situation is fine. I'll just have to keep using some team work to take all you fat suits down. ; ) |
Shadow Archeus
Wraith Shadow Guards
38
|
Posted - 2013.02.07 16:35:00 -
[36] - Quote
The hmg is not by any means op......yes being slow IS a disadvantage if I get caught in the open I'm screwed The range is fine as well the people complaining r noobs who run in the open thinking nobody saw them......
Things I am WILLING to accept as a nerf
1. A decrease in time to overheat.....so you can't just lay on the trigger.....maybe make it so if you LAY on the trigger it overheats after 200-250 rounds
2. A decrease in accuracy at range....but only slightly....and only as long as the rounds fired do the same damage at range as they would up close
3.a spool up time..have it start firing but it takes one second to reach optimum fire rate
4. A small and I do mean SMALL increase to recoil
I'll agree to a SMALL nerf but if u want decreased range u can forget it Cuz at this point any scrub CAN pick me off in my heavy suit with militia gear if he catches me out in the open
The crappy part of the range argument is that ALOT of the people complaining are NOT using cover....they just try and Rambo folks get OWNED then cry that someone's cheating or using something op |
Free Beers
Internal Error. Negative-Feedback
1039
|
Posted - 2013.02.07 16:45:00 -
[37] - Quote
Bendtner92 wrote:Necrodermis wrote:why do we bother having assault suits and scout suits?
logi suits and heavies are the only decent ones in the game. if a squad levels around 3 heavies and 1 logi they can pretty much just walk through the level unhindered.
especially in CQC. turn a corner fire the HMG everyone in the hallway is now dead. they can even take a shotgun to the back of the head and have enough time to turn and spray the gun again. Is that why there's only heavies/logis being used in corp battles currently? Oh wait, pretty much everyone is scouts and assaults.
This is correct. mobility in 8v8 is king it seems.
Hoping that when we go 16 v16+ we can' incorporate our heavies more |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.07 17:01:00 -
[38] - Quote
DropKickSuicide wrote:KEROSIINI-TERO wrote:BattleCry1791 wrote: . . OP post . .
Balancing with ISK,If you want to do balancing, forget everything about isk cost. Create a balance of operational use because that's what matters in what's underpowered and what's not. It's not the pricetag. Additionally, free market is going to tune the prices according every items actual worth in usability. In short: Forget balancing with isk prices. Balancing with SP,That can be done slightly, but it is usually very poor way to do it or at least has to be done using extreme caution. Why? If something is totally OP and as a result it's SP requirements are made high, the only result is that old players have access to that untuned OP asset and wipe the floor with the rest. About heavies and HMGs:They are fine. Sure they are terrible thing to face close by but so they should. They have plenty of strengths and plenty of weaknesses. Sure, you have to run away from them in some cases, but you have to smart enough to realize that. In other times, they are so easy to kill. Even the range isn't problem as you can easily pepper headshots for two seconds before HMG even start to get accurate. Repeat 2-3 times and presto. If SP and ISK are not used to Balance anything then why are there differennt prices in the game? Why not make EVERY dropsuit cost Xamount and EVERY weapon cost Xamount? Why does better equipment cost more if cost is not a balencing factor? Why do Dropships and Tanks cost more then LAVs? they are all Vehicles just with different jobs right?
ISK can't be used to balance because Soon(tm) we will have an open market where prices are set by players. |
Billytook mandrag
Seituoda Taskforce Command Caldari State
2
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Posted - 2013.02.07 19:13:00 -
[39] - Quote
Quote:So an effective range reduction
The gun isn't very effective at a medium range actually, pretty easy to loose a fire fight with those things at a med range. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2013.02.07 19:20:00 -
[40] - Quote
Meh. I would appreciate if the HMG had a split second spin up time before shooting, but the range is fine. Just don't keep attacking from the same position. |
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Lance 2ballzStrong
SyNergy Gaming
642
|
Posted - 2013.02.07 19:53:00 -
[41] - Quote
usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo.
lol spool up time... smh
if they add a spool time, which no minigun has in real life though (although DUST shouldn't depict real life, but it's just funny that a minigun has spool time) I'll just be walking around revving up my gun.
The spread is already bad.
Reducing range slightly, and increase the build up speed is fine. |
Altina McAlterson
TRUE TEA BAGGERS
363
|
Posted - 2013.02.07 20:26:00 -
[42] - Quote
Lance 2ballzStrong wrote:usrevenge2 wrote:HMG needs a spool up time
spread needs to be a little wider
that's all that is really needed imo. lol spool up time... smh if they add a spool time, which no minigun has in real life though (although DUST shouldn't depict real life, but it's just funny that a minigun has spool time) I'll just be walking around revving up my gun. The spread is already bad. Reducing range slightly, and increase the build up speed is fine. Yes, miniguns have a spool up time as the barrels have to be accelerated to the required RPM. The HMG does not however as it features a counter-rotating gear system that compensates for the immense torque produced when pulling the trigger. This is the reason the gun is initially inaccurate until it is up to operating speed.
In mounted miniguns the spool up time is very short, but noticeable. A carried minigun would have to feature a much longer spool up time for it to even be usable by an infantry unit. The HMG is specifically designed to operate without the need for a noticeable spool up. So not, it doesn't need that at all.
On a side note...where was all the crying when an AR could hit 20 headshots in a row from across the map because you had a magic little dot and no recoil? Remember when the heavy was garbage and any decent AR could kill it no problem? |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
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Posted - 2013.02.07 22:49:00 -
[43] - Quote
Orin the Freak wrote:correction, just went up against a heavy/logi team, we won, but barely. top 5 on both teams all had over 10 deaths. It was a hell of a fight. honestly, the biggest issue going against a team like that is running into a group of 3 heavies in relatively close quarters is a death sentence, unless you run, and you run fast.
heavies need some work. particularly in the offence dpt. currently, I can usually get most heavies to half armor before I'm dead. the kicker is, if there are two heavies, I'm dead, but if two assaults run into a heavy, the odds are still in fatty's favor, unless the assault guys are using adv/prototype gear.
tone down the HMG a bit, make heavies have to work for their kills, or at least not be able to walk around corners holding R1.
furthermore, I still suggest a 33% chance of a catastrophic explosion whenever the trigger on a sniper rifle is pulled. ...
I'm confused.
Why would it be bad that two assault suits lose to a heavy when the heavy's in his optimal kill zone? I'm so confused right now. You might as well get mad at shotgunners. |
Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2013.02.07 22:55:00 -
[44] - Quote
Ion Crush wrote:I could see reducing the time it takes for the HMG to overheat as a possible balance. Reduce the amount of time the heavy can just simply spray bullets at someone farther away will reduce the amount of kills they get at range. Same for laser rifles- it's literally impossible to overheat any above advanced. |
Polish Hammer
Conspiratus Immortalis
300
|
Posted - 2013.02.07 22:57:00 -
[45] - Quote
Altina McAlterson wrote: Yes, miniguns have a spool up time as the barrels have to be accelerated to the required RPM. The HMG does not however as it features a counter-rotating gear system that compensates for the immense torque produced when pulling the trigger. This is the reason the gun is initially inaccurate until it is up to operating speed.
In mounted miniguns the spool up time is very short, but noticeable. A carried minigun would have to feature a much longer spool up time for it to even be usable by an infantry unit. The HMG is specifically designed to operate without the need for a noticeable spool up. So not, it doesn't need that at all.
On a side note...where was all the crying when an AR could hit 20 headshots in a row from across the map because you had a magic little dot and no recoil? Remember when the heavy was garbage and any decent AR could kill it no problem?
If I had awards to give you, I would. Thank you for knowing what you're talking about.... |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.07 23:38:00 -
[46] - Quote
The heavies cry about laser rifles and shotguns, which are individual weapons. But lasers and shottys are the bane of EVERY merc on the field, heavies just have a harder time running away (thus the need for teamwork). The main issue non-heavies (those that HAVE an issue) have is that the combination of a heavy suit + the HMG is too much. Massive HP, massive damage, and accuracy that improves the longer you fire. Of course, letting other suits fit the HMG would not solve this, but make it worse since the HMG user would be more agile in other suits. The only real way to tweak it would be to either increase the spread or reduce the range.
Of course, to counter balance reducing the range or increasing the spread, I would be fine with increasing the clip size by a 300~400 rounds, the capacity by 500~700 rounds, and reducing the heat build up a bit. I think that would be a fair trade off. The HMG is meant for spraying bullets, not precision shooting, so when in it's intended range, having a larger clip and slower cooldown would benefit it the most, especially if you increase the spread. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.02.07 23:43:00 -
[47] - Quote
Polish Hammer wrote:Altina McAlterson wrote: Yes, miniguns have a spool up time as the barrels have to be accelerated to the required RPM. The HMG does not however as it features a counter-rotating gear system that compensates for the immense torque produced when pulling the trigger. This is the reason the gun is initially inaccurate until it is up to operating speed.
In mounted miniguns the spool up time is very short, but noticeable. A carried minigun would have to feature a much longer spool up time for it to even be usable by an infantry unit. The HMG is specifically designed to operate without the need for a noticeable spool up. So not, it doesn't need that at all.
On a side note...where was all the crying when an AR could hit 20 headshots in a row from across the map because you had a magic little dot and no recoil? Remember when the heavy was garbage and any decent AR could kill it no problem?
If I had awards to give you, I would. Thank you for knowing what you're talking about.... And to Altina, there was MASSIVE QQ from the community about AR's, but CCP decided to wait for the new buid to fix it because we still had many lag and hit detection issues. The HMG had no such issues since they fire so many rounds so rapidly in a cone. That is all. |
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