Fox Gaden
DUST University Ivy League
165
|
Posted - 2013.02.18 17:24:00 -
[1] - Quote
Edit: I changed my mind about how HMG Heavies should be balanced. I now think we should leave them as they are, but increase the War Points awarded for a Heavy kill to +80, and +40 for an assist. This is in keeping with the expense and power of their suits.
Original post left to provide context for the responces.
************************************************************************
I hope that from such posts as GÇ£I know why I am dying so muchGÇ¥ that I have established a reputation for being someone who looks at the counters and balances to a weapon rather than immediately yelling for NerfGÇÖs for whatever weapon killed me last. I also hope that Heavies understand that I am trying to find that GÇ£lightGÇ¥ nerf that might preempt the GÇ£Nerf of the GodsGÇ¥ that many a slaughtered blueberry has been calling for.
At close to near-mid rang I think that HMG Heavies should rule. It should take 3 assault troops, or specialised tools such as grenades, a Laser Riffle, Grenade Launcher, or Shotgun to take them out.
However, I donGÇÖt think a squad of nothing but HMG Heavies should be effective accept in an urban environment. For a HMG Heavy to be effective on a more open map they should be teamed up with someone sporting an Assault Riffle, Laser Riffle, or Sniper to cover more distant threats. For a HMG to be able to go head to head with an Assault riffle at maximum Assault riffle range means that the supposed weakness of range which was meant to balance the HMG against other weapons does not exist. (Range is not providing a balance currently.)
On the Ashland map I have seen squads of Heavies who can cover the full length of a street. We tried to avoid the Heavies, as this is one of the stratagems which is supposed to work against Heavies, but they were able to find good fields of fire to counter us wherever we went, without having to move very far themselves. So with such range mobility is not serving to balance the HMG. (Mobility is not providing enough of a balance currently, due to range.)
I prepose a reduction of HMG maximum range by 10m (leave optimum range alone), or an increase in dispersions beyond a certain distance to reduce their long range damage. If facing an assault riffle at maximum assault riffle range a HMG Heavy should either have to get closer, or take cover. Or they should have someone with a long range weapon along to lay down cover fire while they get close.
Currently HMG Heavies are performing beyond the role they were meant to play. This can be seen by the ever increasing number of people playing heavies and the consistently high KD ratios of even new and inexperienced HMG Heavies. It is my belief that a minor range nerf would bring balance to this role without undermining itGÇÖs core strengths. It would also encourage HMG Heavies to work with other roles to be most effective. |
Fox Gaden
DUST University Ivy League
165
|
Posted - 2013.02.19 20:05:00 -
[3] - Quote
Superhero Rawdon wrote:there are ways to take heavies out. no one feels sorry for u if u cant figure them out.
the gun is semi-accurate at close-to-mid range as is. it loses all accuracy at long range. it hits (im making an exaggerated guesstimation here) 1 shot out of 10 at long range
yet here we are, QQing about the range on the HMGs, screaming 'NERF!!!'
the game is balanced decently well atm (except for lasers.......i dont like how they dont lose power at range, but w/e)
This was my understanding. Then I was killed repeatedly and surprisingly quickly at ranges at which I would have expected the HMG to be inaccurate.
If Risk vs Reward were balanced, then I would be fine with things the way they are. You have to admit, that Heavies donGÇÖt die as easily or as often as other suits, and they are a lot more expensive. It makes sense that killing one should award more War Points than killing other suits. A tank gives more WP than a LAV, so a Heavy should give more WP than an Assault suit. |