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TheMarkOf22
Internal Error. Negative-Feedback
41
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Posted - 2013.02.17 06:17:00 -
[1] - Quote
in most games that have gl's/203s |
Xander Mercy
SVER True Blood Unclaimed.
91
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Posted - 2013.02.17 06:19:00 -
[2] - Quote
i approve of both |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2013.02.17 06:35:00 -
[3] - Quote
real miniguns have 0 spin up. fuk auf |
Arbor Viridanus
Sanmatar Kelkoons Minmatar Republic
196
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Posted - 2013.02.17 06:37:00 -
[4] - Quote
Adding delay to the firing of a close range weapon is a good way to make it useless. The problem with the HMG is its range. Nerf that. |
TheMarkOf22
Internal Error. Negative-Feedback
41
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Posted - 2013.02.17 06:40:00 -
[5] - Quote
Arbor Viridanus wrote:Adding delay to the firing of a close range weapon is a good way to make it useless. The problem with the HMG is its range. Nerf that.
not really, you spec into it to make it have no fire delay.
More concerned about mass drivers that are useful in every situation |
Reiki Jubo
Amarr Templars Amarr Empire
63
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Posted - 2013.02.17 11:15:00 -
[6] - Quote
HMGs have a bit 2 much range. could be nerfed a bit. MD needs a slower fire rate, that and FF and self damage when inside the will balance it. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2013.02.17 11:17:00 -
[7] - Quote
Paran Tadec wrote:real miniguns have 0 spin up. fuk auf bullets also hit the target when they hit the target and bunny hopping also messes with your aim.
CCP has a lot of work ahead of them |
Vyzion Eyri
The Southern Legion
155
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Posted - 2013.02.17 11:25:00 -
[8] - Quote
TheMarkOf22 wrote: More concerned about mass drivers that are useful in every situation
What has General Isation been telling you people.
Every situation is a little broad. Just a little.
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Kleanur Guy
SyNergy Gaming
154
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Posted - 2013.02.17 11:29:00 -
[9] - Quote
I don't really see the problem with HMGs... |
madd greazy
OSG Planetary Operations Covert Intervention
27
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Posted - 2013.02.17 11:32:00 -
[10] - Quote
stop whining about mass drivers until you see how hard they are.
AND, no they are not useful in any situation, against shields you might as well throw rocks at the guy, and against vehicles... well, unless you plan on affecting a dropship pilots flight enough to cause him to crash, or a weak armor LAV passess by, good luck. |
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madd greazy
OSG Planetary Operations Covert Intervention
27
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Posted - 2013.02.17 11:33:00 -
[11] - Quote
Reiki Jubo wrote:HMGs have a bit 2 much range. could be nerfed a bit. MD needs a slower fire rate, that and FF and self damage when inside the will balance it.
you can hurt yourself with mass drivers already genious, once again use it before you accuse it. |
Starfire Revo
Subdreddit Test Alliance Please Ignore
25
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Posted - 2013.02.17 12:20:00 -
[12] - Quote
madd greazy wrote:Reiki Jubo wrote:HMGs have a bit 2 much range. could be nerfed a bit. MD needs a slower fire rate, that and FF and self damage when inside the will balance it. you can hurt yourself with mass drivers already genious, once again use it before you accuse it.
The thing about mass drivers is they almost have to be too strong without FF or they'll end up being weak with it. |
Arbor Viridanus
Sanmatar Kelkoons Minmatar Republic
196
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Posted - 2013.02.17 16:11:00 -
[13] - Quote
TheMarkOf22 wrote:Arbor Viridanus wrote:Adding delay to the firing of a close range weapon is a good way to make it useless. The problem with the HMG is its range. Nerf that. not really, you spec into it to make it have no fire delay. More concerned about mass drivers that are useful in every situation
That still makes HMGs useless until you get to HMG Operation V (I assume). A close-quarters weapon CANNOT have a firing delay.
As for the Mass Driver: The Assault Rifle is useful in every situation except extreme range. No one complains about that. Besides, the MD is fairly short range, it's not great against shields, it's moderately difficult to use, and it can kill the user if they use it improperly. I'd say it's disadvantaged enough. |
Knight SoIaire
Better Hide R Die
32
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Posted - 2013.02.17 16:33:00 -
[14] - Quote
This isnt most games, this is Dust 514, just 'cause the other FPS shooters put players that were already at a disadvantage at a greater disadvantage doesn't mean it should happen here. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2013.02.17 16:58:00 -
[15] - Quote
also real miniguns turn people into clouds of red mist. |
Red Dot 24601-HA
S.e.V.e.N.
36
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Posted - 2013.02.17 17:18:00 -
[16] - Quote
Not sure the range on the HMG is a problem. I think its the fire rate. if I throw 2.5 times as many bullets in your direction than you do with an AR chances are I am going to hit you a couple times...The mass driver can shoot what 4-6 grenades in quick succession with splash damage. Chances are you don't even have to aim that well to get a hit.
leave the weapons alone plz no more nerfing. Just my opinion... |
Crimson Moon V
Internal Error. Negative-Feedback
184
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Posted - 2013.02.17 17:19:00 -
[17] - Quote
Knight SoIaire wrote:This isnt most games, this is Dust 514, just 'cause the other FPS shooters put players that were already at a disadvantage at a greater disadvantage doesn't mean it should happen here. Yeah becuase a guy with a minigun is at a huge disadvantage in other games. Fail
Thats what i'm thinking when im killing everyone with a minigun in CoD. Oh no! a 2 sec spool time. What a huge disadvantage. |
GoD-NoVa
Imperfects Negative-Feedback
174
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Posted - 2013.02.17 17:32:00 -
[18] - Quote
MDs are fine all they need to do is Add a spin time to HMGs but allow heavies to pre-arm the charge at the cost of movement speed. They still have the ability to fire and move with the same movement speed they have now but at a cost of how fast they start firing. But if they want to fire as soon as they see their target they can pre-arm their charge so the gun is always spinning.
This makes the HMG take a bit more skill.
Summary- If a heavy spots a foe, he has to charge his HMG for about 1-1.5 secs before he can fire. (he will have same movement speed as current)
If a heavy spots a foe but already has his HMG charged he can fire at once (once he is charged up his movement speed decreases until he fires, once he fires he returns to regular movement speed)
this seems like the right answer in my mind |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2013.02.17 17:36:00 -
[19] - Quote
How about a split on HMGs, longer ranged ones get spin ups and shorter ranged ones don't. |
Kushmir Nadian
Valor Coalition RISE of LEGION
78
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Posted - 2013.02.17 17:45:00 -
[20] - Quote
Hmmmm....slower movement. I'd hate it but it'd be balanced. atleast you'd have a choice.
Spinning thing would actually be pretty cool. I use an HMG and it'd be worth it just for guys to hear the "whirrrring" sound and run off all scared :)
longer ranged ones with spin/CQC ones without would be OK too. Also, MD fire rate needs to be lowered. I'm sorry but it does. |
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Knight SoIaire
Better Hide R Die
32
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Posted - 2013.02.17 18:09:00 -
[21] - Quote
Crimson Moon V wrote:Knight SoIaire wrote:This isnt most games, this is Dust 514, just 'cause the other FPS shooters put players that were already at a disadvantage at a greater disadvantage doesn't mean it should happen here. Yeah becuase a guy with a minigun is at a huge disadvantage in other games. Fail Thats what i'm thinking when im killing everyone with a minigun in CoD. Oh no! a 2 sec spool time. What a huge disadvantage.
Well its not like you chose that minigun in your loadout is it?
You earned it through a kill streak so its going to be powerful. Anyway who said I was talking about CoD? |
Evil-Stuffed-Animal
Ahrendee Mercenaries Legacy Rising
7
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Posted - 2013.02.17 18:16:00 -
[22] - Quote
You people who are looking for realism are f***ing annoying. You are the ones whom game developers believe that they should augment parts of the game (parts that should be left alone) for because you whine in the forums like fat hairy p***ies. If you want realism then join a f***ing mercenary army somewhere in the world.
Now, carry on with this asinine argument. |
TheMarkOf22
Internal Error. Negative-Feedback
41
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Posted - 2013.02.17 18:25:00 -
[23] - Quote
Evil-Stuffed-Animal wrote:You people who are looking for realism are f***ing annoying. You are the ones whom game developers believe that they should augment parts of the game (parts that should be left alone) for because you whine in the forums like fat hairy p***ies. If you want realism then join a f***ing mercenary army somewhere in the world.
Now, carry on with this asinine argument.
yea because grenade launchers are clearly made for close quarters combat.
Simple damage out put math and weapon kill times will tell you they both need nerfs, as well as shotgun's and their range, snipers and their damage as well..
Also this community is full of those ****** you talk about everyone gravitates towards the easiest weapons every build, everyone joins the most popular/best corps instead of creating their own.
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Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
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Posted - 2013.02.17 18:36:00 -
[24] - Quote
The HMG is fine.
The MD is fine.
Move along. |
GoD-NoVa
Imperfects Negative-Feedback
174
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Posted - 2013.02.17 18:56:00 -
[25] - Quote
Evil-Stuffed-Animal wrote:You people who are looking for realism are f***ing annoying. You are the ones whom game developers believe that they should augment parts of the game (parts that should be left alone) for because you whine in the forums like fat hairy p***ies. If you want realism then join a f***ing mercenary army somewhere in the world.
Now, carry on with this asinine argument.
lol |
TheMarkOf22
Internal Error. Negative-Feedback
41
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Posted - 2013.02.17 19:12:00 -
[26] - Quote
Jotun Hiem wrote:The HMG is fine.
The MD is fine.
Move along.
So why were remote explosives nerfed?
They did the same thing as MD's are doing now, yet one is acceptable? Plus MD's have range that remotes never did.... |
Piercing Serenity
Pink Fluffy Bounty Hunterz RISE of LEGION
181
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Posted - 2013.02.17 19:16:00 -
[27] - Quote
I disagree with adding a spool time to HMGs as it has been presented. It already has an overheat, (effectively a rate of fire restriction), the highest movement penalty, and the longest reload time in the game. Adding a spool time just adds to the intrinsic difficulty of the weapon without giving its users any benefits, which is a very poor way to 'balance' a game.
If HMGs were to have a spool time, I would suggest that they have an option to constantly rotate the barrel without firing to cool their weapon down. Spinning the barrel without firing would have the same movement penalties as actually firing the weapon, but would allow for more counter play. With this addition, other classes could attempt to alpha strike a heavy in the one to two seconds it takes for the weapon to 'activate'. However, they would risk being gunned down if they failed. Heavies would have the option to safely open their weapons on any target, knowing that they can spool their weapon to cool it down, but would have to watch their ammo much more carefully. Being conservative with where and when you shoot the HMG until it overheats would separate the skilled users from the trigger happy.
Even this suggestion doesn't sit well with me. However, it does give the relationship between heavies and other infantry classes a more balanced feel than previous suggestions.
PS |
Sloth9230
Reaper Galactic
244
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Posted - 2013.02.17 19:21:00 -
[28] - Quote
Clearly nobody read the damn description, which clearly states that the current model was designed to not have spool time. HMGs aren't OP, I die to more AR's and snipers than HMGs. Quit trying to nerf them.
Evil-Stuffed-Animal wrote:You people who are looking for realism are f***ing annoying. You are the ones whom game developers believe that they should augment parts of the game (parts that should be left alone) for because you whine in the forums like fat hairy p***ies. If you want realism then join a f***ing mercenary army somewhere in the world.
Now, carry on with this asinine argument.
The weapon is anti-infantry for a reason. If you see a guy with it standing in your way, your supposed to **** your pants and find another way around. It's supposed to turn people into red mist in-game too.
Real HMG's can also out-range sniper rifles, the HMGs in-game have already been gimped enough for the sake of "balance" (read: overflow of QQ). That an AR can out-range one is simply ridiculous. Now STFU. |
Patoman Radiant
ZionTCD Legacy Rising
53
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Posted - 2013.02.17 19:49:00 -
[29] - Quote
everything is op, depending who you ask.
And the mass driver is hardly usefully in all situations, if it was why do I primarily see the gek (and other rifles). Good number of snipers, and of course swarms and forge guns.
Unless a real consensus exists, I urge CCP to ignore the whining of people to nerf things that kill them that they don't use themselves.
Its like tankers complaining about AV nades and other AV exiting (and yes I do roll tanks,and no I don't find having a grand total of 3 infantry weapons being able to hurt me as a problem). |
Knight SoIaire
Better Hide R Die
32
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Posted - 2013.02.17 19:50:00 -
[30] - Quote
TheMarkOf22 wrote:Jotun Hiem wrote:The HMG is fine.
The MD is fine.
Move along. So why were remote explosives nerfed? They did the same thing as MD's are doing now, yet one is acceptable? Plus MD's have range that remotes never did....
No, they didn't. RE was an almost 1 hit kill against anyone, they were used to camp spawns back in Closed Beta and were used to avoid gunfights back in Closed Beta by throwing them on the ground around a corner and blowing them up when the person passes around.
Whereas, Mass Drivers require aiming and reloading, its much easier to see an enemy who has a Mass Driver and avoid his fire then see someone with a RE and MDs are hopeless in CQC because of the chance of suicide, atleast someone could get far enough away to set off an RE.
Stop QQing |
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