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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.02.19 06:40:00 -
[1] - Quote
Don't get the wrong impression. This thread is not about them being overpowered. This is a simple survey pertaining to a lot of the threads that keep popping up that all seem to be missing the point of feedback. Trust me when I say that I love this game and I honestly don't want to see it altered in a negative light, as such, I have noticed a trend in that people will say that the weapon(s) are overpowered but not give any reason as to why; just throwing out "fixes", "tweaks" and "nerfs" to no avail without explaining the justification behind it all.
So, here's the survey. Answer them honestly and reasonably. I'm a skeptic and I'm a stubborn son of a ***** so don't expect to win me over lightly, but if it can be explained in a way that I perhaps be persuaded I'm pretty sure there's a lot of other people out there that will say the same.
A.) Is the HMG overpowered? B.) Why or Why Not? C.) Are you aware of the weapon's flaws? D.) Can your play-style act on those flaws efficiently? E.) In your opinion, what is a good weapon to compare the HMG to in terms of usability? F.) In your opinion, what is a good weapon that competes with the HMG? G.) What are YOUR proposed solutions, if any?
A.) Is the Shotgun overpowered? B.) Why or Why Not? C.) Are you aware of the weapon's flaws? D.) Can your play-style act on those flaws efficiently? E.) In your opinion, what is a good weapon to compare the Shotgun to in terms of usability? F.) In your opinion, what is a good weapon that competes with the Shotgun? G.) What are YOUR proposed solutions, if any?
Note: CCP, let's take a look at the reasons why before we start "looking into" the different weapons. As developers, I personally (as well as Scout/Heavy, Breach Rifle, Missile Launcher users in the early beta) am quite discouraged anytime you start mentioning that something will get looked into as I know what's immediately on the horizon. I'm not convinced that any fixes that will be issued will be dealt with fairly as anything that has been nerfed in this game previously has been done so to the extent as to make the weapon utterly useless by comparison to it's competitors, with extensive wait times for them to be brought back up.
I'd also like to bring up to you, the developers, a suggestion. Please take a page from CCP Iceland's book and datamine/research the numbers as to how many people honestly use these weapons and to what extent - the more data the better. There is no reason to modify the game based solely on forum feedback alone and frankly perfect balance makes for a very boring game. This is not to say that I don't feel the weapons should be "fixed", so much as to say that there needs to be clear and obvious signs that they are - in fact - not working as intended.
So. Commence the discussion, let's try to keep this civil (and trust me, I'm the last one who should be talking about civility) and see where it goes as a legitimate feedback thread that directly addresses everyone's thoughts in an organized manner.
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HUGO SHTIGLETZ
RestlessSpirits
16
|
Posted - 2013.02.19 10:07:00 -
[2] - Quote
On the HMG i would argue, Yes... it is overpowered but in a lot of small ways
reasons why
#1 because its extremely effective up to 60m and is still quite effective outside of that probably up to 90m most engagements occur within 45m so they dominate everything they encounter.
#2 it gets more accurate as you fire it, most games as you hip fire anything it gets less accurate, some may argue that it has a gyro or your adjusting to recoil or some nonsense, this is a pointless argument because its a game and balance is more important than "whats in real life" im sure if we had "laserguns" as some of these guns seem to be then in real life that AR would probably have no kick, and have almost an infinite range.
#3 they have no clear counter, any smart heavy can cut down a scout shotty instantly so thats not a CLEAR counter shotguns are outclassed by AR's, laser rifles, HMG's and mass drivers over more conventional distances... the hmg is outclassed by nothing at conventional distances.
the weapons flaws
#1 poor accuracy... made up for with saturation AKA 2000 rounds per minute... accuracy doesnt matter
#2 heat up... ive tested this my self the lowest end HMG can go through the majority of its magazine before it overheats and that test was trying to get it to overheat.
#3 distance... the HMG is not intended for counter sniping people in the mountains so if thats what your trying then soemone isnt thinking right.
#4 bullet damage... wait your shooting 18 damage at 2000 rpm with a 450 round magazine... nevermind
#5 it makes you a target... you have a OP minigun of course that makes you a target... most people either run away or completely focus an entire group on you... duh
#6 reload time... it sucks, but you have 450 rounds theres your tradeoff.
can my play style counter it?
i run a level 3 assault with a duvolle assault rifle and play very team/tactical and no i can not counter a heavie unless its one of the many noobs who have militia heavies because they see heavies going 30-0 every game so more and more people are starting it out.
comparable usability
the SMG, is a super underpowered version of the HMG while still usable in some hands the smg is the same basic concept spray and pray but more praying and less killng. the smg is also the only other gun to somewhat resemble the hmg.
competing guns
the only weapon(s) that can clearly compete are the laser rifle because it forces you to distance yourself from your target and the sniper because it too can shoot accurately at distance which is the HMG's only weakness.
my solution
while many will not agree with me because some people somehow think the HMG is perfectly balanced, this is my opinion on what should happen...
#1 the hmg should have its Range slightly decreased to focus on its objective holding role not team slaying role.
#2 the hmg should have a slight damage decrease when shooting 2000 rpm 18 damage is devastating thats 36,000 damage per minute 600 damage per second a 3 second burst does 1,800 damage thats why the HMG also works as a AV weapon ocasionally.
#3 decreased accuracy as apposed to increased when shooting... come on, common sense
#4 maybe a way to theoretically bipod up or use a mount type system with it on any railing this would allow slightly more ranged use but would require you to be stationary.
#5 require teamwork... to often i see a lone heavy going 40-0 or 33-2 or 25-0 or whetever when if they were using something else theyd go 6-7 the class has no teamwork attributes and should not be rewarded for its lone wolf only role.
the shotgun is also a little weird but i dont feel like going through all this over agian so ill leave it with the heavies.
dont worry about my gramar because i dont care
dont hate. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.19 10:53:00 -
[3] - Quote
Fact is the Heavy HMG is meant to be an infantry killer and the Heavy Forge Gun a vehicle killer. If you nerf the range on the HMG it won't be an infantry killer.
The Heavy can do no support due to both having no equipment slots as well as having low speed.
HUGO SHTIGLETZ wrote: #1 because its extremely effective up to 60m and is still quite effective outside of that probably up to 90m most engagements occur within 45m so they dominate everything they encounter.
Wrong. Max range is 60 meters and it does little more than no damage at 50-60 meters. Not to mention you'll be missing a lot of shots with the HMG at 50+ meters. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 11:08:00 -
[4] - Quote
As an avid HMG user i feel like i should contrabute to this debate in favour of the HMG I shall try to address all the points that you asked of us for feed back .
A) No I dont think the HMG is over powered
B) This is apparent to any long term HMG user or any one who has used the HMG in corp maches where you are not fighting newberries. for reasons i will explain
- firstly yes it dose allot of dammage its a bloody mini gun its ment to destroy what ever gets IN FRONT of it ( get my point) ,
secondly The range is terrible untill you start to skill the sharp shooter skill. ,
thirdly the tracking speed is terrible if someone gets to close and doges round you you cant track them unless they are terrible but thats part of being a heavy it dose state we are slower moving thats why we have so much armour and shields
Fourthly it dose state that the longer you fire the wepon the more accurate the bulits become but acctually holding the reticule on someone for the length of time it takes to kill them when on full spin ( dosent occur untill aprox 1/2 way through its burnout cycle) is acctually not easy as the barrel really starts to wander , what they mean by more accurate is that their is less spred inside the reticule not less kick back or barrel wander . and yes when you get to the higher tier guns they dont really burn out but this is because of the skill book ( it increases the ammount of time you have befor burn out) same goes for laser rifles and they have become the bain of my existance and you dont see us heavys with a nerf the laser thread we like a chalange .
C) yes I t has weaknesses as i explaind some of them above.
D) i have had many two or three man squads pound me when im running solo but im a heavy its ment to take teamwork to bring me down and most of the time when i have been brought down its normally by people workin in unison to get me which means iv been doing my job and they are doing theirs . Also scouts with shot guns used to be the bain of my existance untill i started specking into the scanning books but i can only see a scout coming from behind when its almost to late by that i mean if i dont turn round and open fire within 1-2 seconds of that blip on my radar im nothing but shotgun juce.
E) Probably le laser rifle hate them, hate them, hate them , but i like a chalange simply because of its mode of fire and its like a lasre hmg with range to be honest
F) Wepons like the GEK, laser rifles ,shot guns and sniper rifles are great counters when used correctly . If two gekss get me in their sights im a puddle in no time , if a laser rifle opens up on me when im running for cover im a puddle , if a sniper gets 3 shots on me with a good rifle im a puddle , if a scout with a shotgun gets behind me before i knotice him im a puddle.
G) I dont have any sollutions to the problems people have with my hmg exept DONT GET IN FRONT OF ME AT CLOSE OR MEDIUM RANGE unless you have backup , if you see a heavy like me in an advanced suit being supported by a logi and and an assault then dont engague me un less you acctually are RAMBO or have a squad behind you , try to exploit my weaknesses ,
1) im really slow really really slow my running pace is that of an assault walking use this to your advantage and get the range on me
2) I have little tracking speed , yet again use this to your advantage .
3) it takes me an age to reload , when i do and i will after supressing your squad , thats your que to charge andd get me , unless iv got back up.
4) if you see my name come up in the kill list 4 or 5 times in a row because iv melted 4 or 5 of your team mates dont run at me head first you will be next as the 4 or 5 befor you foun out ( i cant count how many squads ive decimated that use the lets run at him till he runns out of ammo technique it dosent work all it dose is feed my HMG's desire for redberries)
5) if you have seen me and i havent seen you dont shoot at me when you are within 10-20 m all you have done is go from unnoticed redberrie to target no1 , try to get range on me first , failing that get a few grenades off befor you start to fire , that normally gives you a few seconds before i knotice you ..
Im not going to comment on the shot gun as i dont have any problems with it even though its one of my biggest bains in this game its ment to decimate people up close . |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.19 11:16:00 -
[5] - Quote
HMG
I only have two things to say ;
Range, and bullet spread. Everything else i can live with.
- A HMG shouldn't have the same range as an AR, that is ridiculous.
- No bullet spread what so ever ? in such a powerful gun ?
Shotgun
only one thing :
Damage type.
- I'm ok with the shotgun destroying armor in one shoot, but it should NOT eat through your shields in one shoot too. The damage to the shields should be allot least, than the damage to the armor. |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2013.02.19 11:57:00 -
[6] - Quote
ok Im not contributing I know but really complaining about the HMG becoming more accurate?? are you ******** two things can happen
1)you die in a second because you have all that concentrated fire on you right at the beginning 2)it increases from where it starts now and its completely useless meaning more re-balancing
as it stands now you have time to get out of the way of the heavies rounds but the longer you try to go toe to toe with him the more dangerous he is. I have never fought a heavy I could not one on one in a free fit, because I take advantage of that early spread to deal damage a little at a time, this is one of the greatest advantages we have against HMG heavies, and the only way to balance HMG heavies with out breaking them.
play scout for awhile and when you can run a 3-1 kd on a scout try fighting heavies with an assualt, then come talk to me on how op heavies are.
that said HMGs could use a range decrease and a damage buff and a tighter grouping in the last 50round prior to overheat.
SG is fine people should stop bitching tho the range at high levels is a bit much but I can live with it, they are barely functional as is.
people complain about these weapons because they can fight them like they want to, its the same thing with the LR and the MD yet MD got a buff last build, was it world ending?? no! why? because it wasn't and isn't OP its just different and people don't want to have to adjust tactics.
I have used all these weapons and you know what I really only spend into two weapons, the SMG, and the AR, because they pack the most kill per pouch and kill per clip and are the most reliably dangerous weapons in their their ranges.
while I might not be able to straight out gun these other weapons( actually I can against most of them) I lose to these odd weapons generally only to people who would have beat me with an AR or if I was caught off guard.
Im not saying HTFU because thats bull ****! I'm saying learn how the combat works and you will find only one gun matters the AR. If you notice all the best corps know this and only use other weapons as novelties or for good tactical practices. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.19 12:07:00 -
[7] - Quote
Panther Alpha wrote:HMG
I only have two things to say ;
Range, and bullet spread. Everything else i can live with.
- A HMG shouldn't have the same range as an AR, that is ridiculous.
- No bullet spread what so ever ? in such a powerful gun ?
Shotgun
only one thing :
Damage type.
- I'm ok with the shotgun destroying armor in one shoot, but it should NOT eat through your shields in one shoot too. The damage to the shields should be allot least, than the damage to the armor. You really don't know what you're talking about newberry. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.19 12:15:00 -
[8] - Quote
Vermaak Doe wrote:Panther Alpha wrote:HMG
I only have two things to say ;
Range, and bullet spread. Everything else i can live with.
- A HMG shouldn't have the same range as an AR, that is ridiculous.
- No bullet spread what so ever ? in such a powerful gun ?
Shotgun
only one thing :
Damage type.
- I'm ok with the shotgun destroying armor in one shoot, but it should NOT eat through your shields in one shoot too. The damage to the shields should be allot least, than the damage to the armor. You really don't know what you're talking about newberry.
You mean "Newberry", as for i don't agree with every ridiculous OP idea, that you EvE online fans have ?
Everything is OP this... and OP that with you guys....
Fine... I'm a newberry then. Just carry on like this, and calling some one a " Newberry" is going to be a compliment. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2013.02.19 12:23:00 -
[9] - Quote
Panther Alpha wrote:Vermaak Doe wrote:Panther Alpha wrote:HMG
I only have two things to say ;
Range, and bullet spread. Everything else i can live with.
- A HMG shouldn't have the same range as an AR, that is ridiculous.
- No bullet spread what so ever ? in such a powerful gun ?
Shotgun
only one thing :
Damage type.
- I'm ok with the shotgun destroying armor in one shoot, but it should NOT eat through your shields in one shoot too. The damage to the shields should be allot least, than the damage to the armor. You really don't know what you're talking about newberry. You mean "Newberry", as for i don't agree with every ridiculous OP idea, that you EvE online fans have ? Everything is OP this... and OP that with you guys.... Fine... I'm a newberry then. Just carry on like this, and calling some one a " Newberry" is going to be a compliment.
Yes like calling someone a noob is a complement. The hmg has a ton of spread, have you even tried using it and the shotgun's damage is directed towards a balanced shield?armor damage but they're meant to deal more against shields than armor, so I guess that means you're terrible at fitting
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pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 12:25:00 -
[10] - Quote
I wasent going to call you a newberrie but i was going to ask if you could elaborate on your feed back as i took the time to produce proper feed back on the HMG , as was requested by the op . If you wouldent mind good sir i would be greatfull . |
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Snagman 313
Carbon 7
41
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Posted - 2013.02.19 12:28:00 -
[11] - Quote
Ok I'll try not to get too heated with this as most of the lads who know me know my stance on this subject
HMG, A: No. B: The HMG has been through a great deal of nerfs since I began last June when it really was an HMG. Since then the range has been decreased from 75m to 50m , RPM has been decreased from 3000 to 2000, damage for the basic HMG was decreased from 19 to 16 and heat buildup increased. I would also like to note that the current version has actually been buffed because in the last build the heat buildup was nearly 2x what it is now and the RPM was only 1500. So IMO the current version has been through the works and is actually pretty good balance wise. A lot of the Anti HMG comments came from the large influx of new players who haven't seen how much more effective higher end assault gear is than higher end heavy gear and were probably worried about a heavy fest later on, chill lads it's slowly balancing out C: The weapons main flaw is part of it's strength being mounted on a heavy suit which means slow speed in all areas although high armour, no equipment slot so no spare ammo and very limited slots. I did find the fact that the spread get's tighter interesting however with the low damage, especially at range, it can actually work against you if you use the weapon in a area denial role as you can't keep the fire on enough people to hold them unless you control the choke point in the first place. D: My play style can sometimes counter the weapons flaws by controlling the terrain I fight in however I am far from a hardcore gamer and the HMG allows me to fight effectively even though I'm tired from work and can't aim for toffee. So it also gives player who are new or have less than stellar reactions a viable option, this is why I feel the HMG kinda levels off a bit in the stat dept towards the high end gear so as to try and get the gamers to jump to something new when they find they're levelling off in the heavy area. E: A good weapon to compare the HMG to would be the AR actually, it's fairly easy to use and does good damage I think 33 per shot??? so only about 20% less DPS compared to the HMG which can be easily buffed up to compete with it. The AR reloads and aims a lot quicker and can be mounted on a far more mobile suit which I think offsets the damage output of the HMG and there is a far better improvement of stats of the AR and Assault suits as you level up compared to heavy gear. F: Ok the one weapon that really shines against the HMG is the Laser rifle hands down. I hate seeing that green beam of death swinging my way but it is very effective as like the HMG the longer it's fired the better it is (depending on situation) and considering the fact it can be mounted on even a scout gives it far more flexibility as an area denial weapon on open ground. G: Erm wait and see what happens on the next update, as you could see the HMG wielding heavy become a dinosaur like the missile tank if it gets another nerf and with the new weapons coming out you may need that HMG even more than you thought???
SG, A: No. B: The SG does what it says on the tin, always has which is nice for a change. Also it gives people who want to be a speed class an effective weapon at close range but forces them to get close as well making the game more balanced. C: The weapons main flaw is its range and mag capacity also the higher end versions don't offer much improvement over the basic models from what I have seen. D: I need to be really in the zone to use this weapon and I don't really use it too often because of this but the guys who do are very good. The key is much like the HMG heavy, control the terrain don't fight in open ground where they can see you coming but use your head and flank or out pace your enemy. E: A good weapon to compare the the SG with would be the Mass drive IMO. Mainly because you need to know it's limit's (SG range and MD it's arc and blast radius) also there's not much ammo for either weapons and while the MD is less specialised I think it's comparable. F: AR is the best counter for a SG as you outrange him by miles have a big mag and higher DPS at range while still being in a fairly quick suit allowing you to keep up with the enemy. G: As above wait till the update before asking for any sweeping changes as you might find the need for all of a weapons capabilities to counter a newer threat.
As you can see I do favour the HMG but trust me not nearly as much as my FG for tank killing. However I'm going to start skilling into Scout suits so I have a mobile fit for corp matches which are miles from pub matches where people come to you and you just mow them down with the HMG. In my latest corp fights I always find myself being outpaced by the other team and I think this is a trend which will continue into the pub matches as it did in the previous builds thus diminishing the role of the heavy, I know I'm using it less now.
Regards
Snag
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Saoa Scum
Judge Enterprises Li3 Federation
1
|
Posted - 2013.02.19 12:30:00 -
[12] - Quote
HUGO SHTIGLETZ wrote:On the HMG i would argue, Yes... it is overpowered but in a lot of small ways
reasons why
#1 because its extremely effective up to 60m and is still quite effective outside of that probably up to 90m most engagements occur within 45m so they dominate everything they encounter.
#2 it gets more accurate as you fire it, most games as you hip fire anything it gets less accurate, some may argue that it has a gyro or your adjusting to recoil or some nonsense, this is a pointless argument because its a game and balance is more important than "whats in real life" im sure if we had "laserguns" as some of these guns seem to be then in real life that AR would probably have no kick, and have almost an infinite range.
#3 they have no clear counter, any smart heavy can cut down a scout shotty instantly so thats not a CLEAR counter shotguns are outclassed by AR's, laser rifles, HMG's and mass drivers over more conventional distances... the hmg is outclassed by nothing at conventional distances.
the weapons flaws
#1 poor accuracy... made up for with saturation AKA 2000 rounds per minute... accuracy doesnt matter
#2 heat up... ive tested this my self the lowest end HMG can go through the majority of its magazine before it overheats and that test was trying to get it to overheat.
#3 distance... the HMG is not intended for counter sniping people in the mountains so if thats what your trying then soemone isnt thinking right.
#4 bullet damage... wait your shooting 18 damage at 2000 rpm with a 450 round magazine... nevermind
#5 it makes you a target... you have a OP minigun of course that makes you a target... most people either run away or completely focus an entire group on you... duh
#6 reload time... it sucks, but you have 450 rounds theres your tradeoff.
can my play style counter it?
i run a level 3 assault with a duvolle assault rifle and play very team/tactical and no i can not counter a heavie unless its one of the many noobs who have militia heavies because they see heavies going 30-0 every game so more and more people are starting it out.
comparable usability
the SMG, is a super underpowered version of the HMG while still usable in some hands the smg is the same basic concept spray and pray but more praying and less killng. the smg is also the only other gun to somewhat resemble the hmg.
competing guns
the only weapon(s) that can clearly compete are the laser rifle because it forces you to distance yourself from your target and the sniper because it too can shoot accurately at distance which is the HMG's only weakness.
my solution
while many will not agree with me because some people somehow think the HMG is perfectly balanced, this is my opinion on what should happen...
#1 the hmg should have its Range slightly decreased to focus on its objective holding role not team slaying role.
#2 the hmg should have a slight damage decrease when shooting 2000 rpm 18 damage is devastating thats 36,000 damage per minute 600 damage per second a 3 second burst does 1,800 damage thats why the HMG also works as a AV weapon ocasionally.
#3 decreased accuracy as apposed to increased when shooting... come on, common sense
#4 maybe a way to theoretically bipod up or use a mount type system with it on any railing this would allow slightly more ranged use but would require you to be stationary.
#5 require teamwork... to often i see a lone heavy going 40-0 or 33-2 or 25-0 or whetever when if they were using something else theyd go 6-7 the class has no teamwork attributes and should not be rewarded for its lone wolf only role.
the shotgun is also a little weird but i dont feel like going through all this over agian so ill leave it with the heavies.
dont worry about my gramar because i dont care
dont hate.
This covers most of my thoughts, and as for what most people tends to say "is suppose to be like that" is just plain stupidity... now if it were stationary it would be a different thing... i think if they made the the range and accuracy very low while moving ( would still be very effective at close range )and very high with a bipod would be a good balance...like it should be...
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pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 12:35:00 -
[13] - Quote
Snagman 313 wrote:Ok I'll try not to get too heated with this as most of the lads who know me know my stance on this subject HMG, A: No. B: The HMG has been through a great deal of nerfs since I began last June when it really was an HMG. Since then the range has been decreased from 75m to 50m , RPM has been decreased from 3000 to 2000, damage for the basic HMG was decreased from 19 to 16 and heat buildup increased. I would also like to note that the current version has actually been buffed because in the last build the heat buildup was nearly 2x what it is now and the RPM was only 1500. So IMO the current version has been through the works and is actually pretty good balance wise. A lot of the Anti HMG comments came from the large influx of new players who haven't seen how much more effective higher end assault gear is than higher end heavy gear and were probably worried about a heavy fest later on, chill lads it's slowly balancing out C: The weapons main flaw is part of it's strength being mounted on a heavy suit which means slow speed in all areas although high armour, no equipment slot so no spare ammo and very limited slots. I did find the fact that the spread get's tighter interesting however with the low damage, especially at range, it can actually work against you if you use the weapon in a area denial role as you can't keep the fire on enough people to hold them unless you control the choke point in the first place. D: My play style can sometimes counter the weapons flaws by controlling the terrain I fight in however I am far from a hardcore gamer and the HMG allows me to fight effectively even though I'm tired from work and can't aim for toffee. So it also gives player who are new or have less than stellar reactions a viable option, this is why I feel the HMG kinda levels off a bit in the stat dept towards the high end gear so as to try and get the gamers to jump to something new when they find they're levelling off in the heavy area. E: A good weapon to compare the HMG to would be the AR actually, it's fairly easy to use and does good damage I think 33 per shot??? so only about 20% less DPS compared to the HMG which can be easily buffed up to compete with it. The AR reloads and aims a lot quicker and can be mounted on a far more mobile suit which I think offsets the damage output of the HMG and there is a far better improvement of stats of the AR and Assault suits as you level up compared to heavy gear. F: Ok the one weapon that really shines against the HMG is the Laser rifle hands down. I hate seeing that green beam of death swinging my way but it is very effective as like the HMG the longer it's fired the better it is (depending on situation) and considering the fact it can be mounted on even a scout gives it far more flexibility as an area denial weapon on open ground. G: Erm wait and see what happens on the next update, as you could see the HMG wielding heavy become a dinosaur like the missile tank if it gets another nerf and with the new weapons coming out you may need that HMG even more than you thought??? SG, A: No. B: The SG does what it says on the tin, always has which is nice for a change. Also it gives people who want to be a speed class an effective weapon at close range but forces them to get close as well making the game more balanced. C: The weapons main flaw is its range and mag capacity also the higher end versions don't offer much improvement over the basic models from what I have seen. D: I need to be really in the zone to use this weapon and I don't really use it too often because of this but the guys who do are very good. The key is much like the HMG heavy, control the terrain don't fight in open ground where they can see you coming but use your head and flank or out pace your enemy. E: A good weapon to compare the the SG with would be the Mass drive IMO. Mainly because you need to know it's limit's (SG range and MD it's arc and blast radius) also there's not much ammo for either weapons and while the MD is less specialised I think it's comparable. F: AR is the best counter for a SG as you outrange him by miles have a big mag and higher DPS at range while still being in a fairly quick suit allowing you to keep up with the enemy. G: As above wait till the update before asking for any sweeping changes as you might find the need for all of a weapons capabilities to counter a newer threat. As you can see I do favour the HMG but trust me not nearly as much as my FG for tank killing. However I'm going to start skilling into Scout suits so I have a mobile fit for corp matches which are miles from pub matches where people come to you and you just mow them down with the HMG. In my latest corp fights I always find myself being outpaced by the other team and I think this is a trend which will continue into the pub matches as it did in the previous builds thus diminishing the role of the heavy, I know I'm using it less now. Regards Snag
Good man I wasent asking for you to form proper feed back as i could feel your intent all the way over hear in Scotland i was asking captain newberie for his proper feed back as i though i did the HMG justice you too have also done it justice , i started back last august and have seen some change to the HMG and would also agree its fine as is and working as intended . Its not our heavy asses fault that their is allot of rage quitters ( you know who you are ) out there who hate the HMG |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 12:38:00 -
[14] - Quote
Saoa Scum wrote:HUGO SHTIGLETZ wrote:On the HMG i would argue, Yes... it is overpowered but in a lot of small ways
reasons why
#1 because its extremely effective up to 60m and is still quite effective outside of that probably up to 90m most engagements occur within 45m so they dominate everything they encounter.
#2 it gets more accurate as you fire it, most games as you hip fire anything it gets less accurate, some may argue that it has a gyro or your adjusting to recoil or some nonsense, this is a pointless argument because its a game and balance is more important than "whats in real life" im sure if we had "laserguns" as some of these guns seem to be then in real life that AR would probably have no kick, and have almost an infinite range.
#3 they have no clear counter, any smart heavy can cut down a scout shotty instantly so thats not a CLEAR counter shotguns are outclassed by AR's, laser rifles, HMG's and mass drivers over more conventional distances... the hmg is outclassed by nothing at conventional distances.
the weapons flaws
#1 poor accuracy... made up for with saturation AKA 2000 rounds per minute... accuracy doesnt matter
#2 heat up... ive tested this my self the lowest end HMG can go through the majority of its magazine before it overheats and that test was trying to get it to overheat.
#3 distance... the HMG is not intended for counter sniping people in the mountains so if thats what your trying then soemone isnt thinking right.
#4 bullet damage... wait your shooting 18 damage at 2000 rpm with a 450 round magazine... nevermind
#5 it makes you a target... you have a OP minigun of course that makes you a target... most people either run away or completely focus an entire group on you... duh
#6 reload time... it sucks, but you have 450 rounds theres your tradeoff.
can my play style counter it?
i run a level 3 assault with a duvolle assault rifle and play very team/tactical and no i can not counter a heavie unless its one of the many noobs who have militia heavies because they see heavies going 30-0 every game so more and more people are starting it out.
comparable usability
the SMG, is a super underpowered version of the HMG while still usable in some hands the smg is the same basic concept spray and pray but more praying and less killng. the smg is also the only other gun to somewhat resemble the hmg.
competing guns
the only weapon(s) that can clearly compete are the laser rifle because it forces you to distance yourself from your target and the sniper because it too can shoot accurately at distance which is the HMG's only weakness.
my solution
while many will not agree with me because some people somehow think the HMG is perfectly balanced, this is my opinion on what should happen...
#1 the hmg should have its Range slightly decreased to focus on its objective holding role not team slaying role.
#2 the hmg should have a slight damage decrease when shooting 2000 rpm 18 damage is devastating thats 36,000 damage per minute 600 damage per second a 3 second burst does 1,800 damage thats why the HMG also works as a AV weapon ocasionally.
#3 decreased accuracy as apposed to increased when shooting... come on, common sense
#4 maybe a way to theoretically bipod up or use a mount type system with it on any railing this would allow slightly more ranged use but would require you to be stationary.
#5 require teamwork... to often i see a lone heavy going 40-0 or 33-2 or 25-0 or whetever when if they were using something else theyd go 6-7 the class has no teamwork attributes and should not be rewarded for its lone wolf only role.
the shotgun is also a little weird but i dont feel like going through all this over agian so ill leave it with the heavies.
dont worry about my gramar because i dont care
dont hate. This covers most of my thoughts, and as for what most people tends to say "is suppose to be like that" is just plain stupidity... now if it were stationary it would be a different thing... i think if they made the the range and accuracy very low while moving ( would still be very effective at close range )and very high with a bipod would be a good balance...like it should be...
Have you ever used one ????? the accuracy isnt ever 100% unless you neel down if you are moving its even less , its apparent from your post you have done no reserch into this subject and cant even formulate your own feed back . |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.19 12:52:00 -
[15] - Quote
pegasis prime wrote:I wasent going to call you a newberrie but i was going to ask if you could elaborate on your feed back as i took the time to produce proper feed back on the HMG , as was requested by the op . If you wouldent mind good sir i would be greatfull .
Recoil : the backward momentum of a gun when it is discharged
Autocannons range in caliber from 30mm up to 203mm and are loosely grouped according to their damage vs armor.[1] The exact same caliber of shell fired in a 100 shot burst to do 20 damage will have a shorter effective range than when fired in a 10 shot burst to do 2 damage due to recoil and other factors.
Now... what is the caliber of the bullets that an HMG shoots ? how much Rpm ? and how much it weights ?
Do the maths, and you'll see that the full thing is outside down... and i don't care about the "but this is EvE " and everything is OP in EVE... blah, blah...
Recoil, is recoil... in EvE and in real live. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 13:00:00 -
[16] - Quote
The HMG dose suffer from barrel wander and it only gets worse as you skill up the HMG operation and capacity skill books becaus the longer you fire the more the barrel wanders because you have a greater mag and a longer burnout but as i said the longer you fire the biger the wander , as i mentiond about accuracy it only decreases your spread . you have to be good to keep it on a moving target for more than a second when in full sipn whic i also stated dosnt kick in untill you are half way through your burnout . The reason it gets more accurate if you need the lore is because the firing barrels spin in opposing directions therefore creationg greater centrafugal force directly to the center of the gun llowing a direct stream of lead but creating greater barrel wander . |
Snagman 313
Carbon 7
41
|
Posted - 2013.02.19 13:18:00 -
[17] - Quote
pegasis prime wrote:Snagman 313 wrote:Ok I'll try not to get too heated with this as most of the lads who know me know my stance on this subject HMG, A: No. B: The HMG has been through a great deal of nerfs since I began last June when it really was an HMG. Since then the range has been decreased from 75m to 50m , RPM has been decreased from 3000 to 2000, damage for the basic HMG was decreased from 19 to 16 and heat buildup increased. I would also like to note that the current version has actually been buffed because in the last build the heat buildup was nearly 2x what it is now and the RPM was only 1500. So IMO the current version has been through the works and is actually pretty good balance wise. A lot of the Anti HMG comments came from the large influx of new players who haven't seen how much more effective higher end assault gear is than higher end heavy gear and were probably worried about a heavy fest later on, chill lads it's slowly balancing out C: The weapons main flaw is part of it's strength being mounted on a heavy suit which means slow speed in all areas although high armour, no equipment slot so no spare ammo and very limited slots. I did find the fact that the spread get's tighter interesting however with the low damage, especially at range, it can actually work against you if you use the weapon in a area denial role as you can't keep the fire on enough people to hold them unless you control the choke point in the first place. D: My play style can sometimes counter the weapons flaws by controlling the terrain I fight in however I am far from a hardcore gamer and the HMG allows me to fight effectively even though I'm tired from work and can't aim for toffee. So it also gives player who are new or have less than stellar reactions a viable option, this is why I feel the HMG kinda levels off a bit in the stat dept towards the high end gear so as to try and get the gamers to jump to something new when they find they're levelling off in the heavy area. E: A good weapon to compare the HMG to would be the AR actually, it's fairly easy to use and does good damage I think 33 per shot??? so only about 20% less DPS compared to the HMG which can be easily buffed up to compete with it. The AR reloads and aims a lot quicker and can be mounted on a far more mobile suit which I think offsets the damage output of the HMG and there is a far better improvement of stats of the AR and Assault suits as you level up compared to heavy gear. F: Ok the one weapon that really shines against the HMG is the Laser rifle hands down. I hate seeing that green beam of death swinging my way but it is very effective as like the HMG the longer it's fired the better it is (depending on situation) and considering the fact it can be mounted on even a scout gives it far more flexibility as an area denial weapon on open ground. G: Erm wait and see what happens on the next update, as you could see the HMG wielding heavy become a dinosaur like the missile tank if it gets another nerf and with the new weapons coming out you may need that HMG even more than you thought??? SG, A: No. B: The SG does what it says on the tin, always has which is nice for a change. Also it gives people who want to be a speed class an effective weapon at close range but forces them to get close as well making the game more balanced. C: The weapons main flaw is its range and mag capacity also the higher end versions don't offer much improvement over the basic models from what I have seen. D: I need to be really in the zone to use this weapon and I don't really use it too often because of this but the guys who do are very good. The key is much like the HMG heavy, control the terrain don't fight in open ground where they can see you coming but use your head and flank or out pace your enemy. E: A good weapon to compare the the SG with would be the Mass drive IMO. Mainly because you need to know it's limit's (SG range and MD it's arc and blast radius) also there's not much ammo for either weapons and while the MD is less specialised I think it's comparable. F: AR is the best counter for a SG as you outrange him by miles have a big mag and higher DPS at range while still being in a fairly quick suit allowing you to keep up with the enemy. G: As above wait till the update before asking for any sweeping changes as you might find the need for all of a weapons capabilities to counter a newer threat. As you can see I do favour the HMG but trust me not nearly as much as my FG for tank killing. However I'm going to start skilling into Scout suits so I have a mobile fit for corp matches which are miles from pub matches where people come to you and you just mow them down with the HMG. In my latest corp fights I always find myself being outpaced by the other team and I think this is a trend which will continue into the pub matches as it did in the previous builds thus diminishing the role of the heavy, I know I'm using it less now. Regards Snag Good man I wasent asking for you to form proper feed back as i could feel your intent all the way over hear in Scotland i was asking captain newberie for his proper feed back as i though i did the HMG justice you too have also done it justice , i started back last august and have seen some change to the HMG and would also agree its fine as is and working as intended . Its not our heavy asses fault that their is allot of rage quitters ( you know who you are ) out there who hate the HMG
Heh that's interesting I'm in Scotland too, ye musta bin feelin me from a wee touchy closer than ye thought lad!!!
I'm about 100 miles NW of Inverness without getting too specific. Keep in touch mate.
All the best,
Snag |
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.19 13:24:00 -
[18] - Quote
pegasis prime wrote:The HMG dose suffer from barrel wander and it only gets worse as you skill up the HMG operation and capacity skill books becaus the longer you fire the more the barrel wanders because you have a greater mag and a longer burnout but as i said the longer you fire the biger the wander , as i mentiond about accuracy it only decreases your spread . you have to be good to keep it on a moving target for more than a second when in full sipn whic i also stated dosnt kick in untill you are half way through your burnout . The reason it gets more accurate if you need the lore is because the firing barrels spin in opposing directions therefore creationg greater centrafugal force directly to the center of the gun llowing a direct stream of lead but creating greater barrel wander .
Ok lets say i agree with the " Lore " .
Even if the firing barrels spins in opposing directions, to create better centrifugal force. That should theoretically, help to reduce the gun movement at full Rpm, making the HMG "possible " to control with high caliber ammunition, and high Rpm. Without the spinning barrels creating greater centrifugal force, the HMG will be impossible to control.
But all that, will not stop the backwards momentum from affecting the effective range, and accuracy of the HMG. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.02.19 13:41:00 -
[19] - Quote
Snagman 313 wrote:pegasis prime wrote:Snagman 313 wrote:Ok I'll try not to get too heated with this as most of the lads who know me know my stance on this subject HMG, A: No. B: The HMG has been through a great deal of nerfs since I began last June when it really was an HMG. Since then the range has been decreased from 75m to 50m , RPM has been decreased from 3000 to 2000, damage for the basic HMG was decreased from 19 to 16 and heat buildup increased. I would also like to note that the current version has actually been buffed because in the last build the heat buildup was nearly 2x what it is now and the RPM was only 1500. So IMO the current version has been through the works and is actually pretty good balance wise. A lot of the Anti HMG comments came from the large influx of new players who haven't seen how much more effective higher end assault gear is than higher end heavy gear and were probably worried about a heavy fest later on, chill lads it's slowly balancing out C: The weapons main flaw is part of it's strength being mounted on a heavy suit which means slow speed in all areas although high armour, no equipment slot so no spare ammo and very limited slots. I did find the fact that the spread get's tighter interesting however with the low damage, especially at range, it can actually work against you if you use the weapon in a area denial role as you can't keep the fire on enough people to hold them unless you control the choke point in the first place. D: My play style can sometimes counter the weapons flaws by controlling the terrain I fight in however I am far from a hardcore gamer and the HMG allows me to fight effectively even though I'm tired from work and can't aim for toffee. So it also gives player who are new or have less than stellar reactions a viable option, this is why I feel the HMG kinda levels off a bit in the stat dept towards the high end gear so as to try and get the gamers to jump to something new when they find they're levelling off in the heavy area. E: A good weapon to compare the HMG to would be the AR actually, it's fairly easy to use and does good damage I think 33 per shot??? so only about 20% less DPS compared to the HMG which can be easily buffed up to compete with it. The AR reloads and aims a lot quicker and can be mounted on a far more mobile suit which I think offsets the damage output of the HMG and there is a far better improvement of stats of the AR and Assault suits as you level up compared to heavy gear. F: Ok the one weapon that really shines against the HMG is the Laser rifle hands down. I hate seeing that green beam of death swinging my way but it is very effective as like the HMG the longer it's fired the better it is (depending on situation) and considering the fact it can be mounted on even a scout gives it far more flexibility as an area denial weapon on open ground. G: Erm wait and see what happens on the next update, as you could see the HMG wielding heavy become a dinosaur like the missile tank if it gets another nerf and with the new weapons coming out you may need that HMG even more than you thought??? SG, A: No. B: The SG does what it says on the tin, always has which is nice for a change. Also it gives people who want to be a speed class an effective weapon at close range but forces them to get close as well making the game more balanced. C: The weapons main flaw is its range and mag capacity also the higher end versions don't offer much improvement over the basic models from what I have seen. D: I need to be really in the zone to use this weapon and I don't really use it too often because of this but the guys who do are very good. The key is much like the HMG heavy, control the terrain don't fight in open ground where they can see you coming but use your head and flank or out pace your enemy. E: A good weapon to compare the the SG with would be the Mass drive IMO. Mainly because you need to know it's limit's (SG range and MD it's arc and blast radius) also there's not much ammo for either weapons and while the MD is less specialised I think it's comparable. F: AR is the best counter for a SG as you outrange him by miles have a big mag and higher DPS at range while still being in a fairly quick suit allowing you to keep up with the enemy. G: As above wait till the update before asking for any sweeping changes as you might find the need for all of a weapons capabilities to counter a newer threat. As you can see I do favour the HMG but trust me not nearly as much as my FG for tank killing. However I'm going to start skilling into Scout suits so I have a mobile fit for corp matches which are miles from pub matches where people come to you and you just mow them down with the HMG. In my latest corp fights I always find myself being outpaced by the other team and I think this is a trend which will continue into the pub matches as it did in the previous builds thus diminishing the role of the heavy, I know I'm using it less now. Regards Snag Good man I wasent asking for you to form proper feed back as i could feel your intent all the way over hear in Scotland i was asking captain newberie for his proper feed back as i though i did the HMG justice you too have also done it justice , i started back last august and have seen some change to the HMG and would also agree its fine as is and working as intended . Its not our heavy asses fault that their is allot of rage quitters ( you know who you are ) out there who hate the HMG Heh that's interesting I'm in Scotland too, ye musta bin feelin me from a wee touchy closer than ye thought lad!!! I'm about 100 miles NW of Inverness without getting too specific. Keep in touch mate. All the best, Snag
Haha im in sunny glasgow my auld dear stays in ardicear haha must have the highland\weeji vibe goin on , if you see me on line send me a squad invite , they may take our lives an all that lol |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.19 16:12:00 -
[20] - Quote
Panther Alpha wrote:pegasis prime wrote:The HMG dose suffer from barrel wander and it only gets worse as you skill up the HMG operation and capacity skill books becaus the longer you fire the more the barrel wanders because you have a greater mag and a longer burnout but as i said the longer you fire the biger the wander , as i mentiond about accuracy it only decreases your spread . you have to be good to keep it on a moving target for more than a second when in full sipn whic i also stated dosnt kick in untill you are half way through your burnout . The reason it gets more accurate if you need the lore is because the firing barrels spin in opposing directions therefore creationg greater centrafugal force directly to the center of the gun llowing a direct stream of lead but creating greater barrel wander . Ok lets say i agree with the " Lore " . Even if the firing barrels spins in opposing directions, to create better centrifugal force. That should theoretically, help to reduce the gun movement at full Rpm, making the HMG "possible " to control with high caliber ammunition, and high Rpm. Without the spinning barrels creating greater centrifugal force, the HMG will be impossible to control. But all that, will not stop the backwards momentum from affecting the effective range, and accuracy of the HMG. No, by damage per round, the HMG is firing a smaller round than the SMG, at twice the fire rate. It has just over twice the optimal range of the SMG so it's charge would be a bit larger. If an operator is able to fire the SMG easily then a massively armored dropsuit like the heavy would be well able to handle the HMG recoil.
And there aren't barrels spinning in different directions. There's a weighed collar that spins to create a counter gyroscopic force, that combined with the gyroscopic force of the barrel group makes it a very stable platform. In real life this collar would just prevent the tendency of the gun to slightly pull to one side at the start of firing.
Again in real life, infantry operated miniguns mostly operate off pintle mounts. Look up YouTube for any number of videos showing how stable and accurate this is.
Fair enough, this is not real life, so designs/changes don't necessarily have to follow physical laws as we know them.
As to peoples accusations of the heavy having pin point accuracy with massive range beyond the AR, create an alt character and try it out. You'll soon be eating your words. When a heavy might be wasting ammo and tickling you at long range, they might very well have a team mate tearing you up with an AR, but manage to get the killing shot. The HMG is useless at long range. One lad up above saying 80m. Come off it. Try the setup out first so ya don't have to pretend as to the facts. Yes, the assault version has a max range of 80m but it's cone of fire is massive at that range.
As to the OP wanting to know our thoughts on HMGs and SG, Snagman 313 puts it more or less as I think. Being lazy, I won't type it out again. |
|
Panther Alpha
Kirkinen Risk Control Caldari State
44
|
Posted - 2013.02.19 16:58:00 -
[21] - Quote
Oxskull Duncarino wrote:Panther Alpha wrote:pegasis prime wrote:The HMG dose suffer from barrel wander and it only gets worse as you skill up the HMG operation and capacity skill books becaus the longer you fire the more the barrel wanders because you have a greater mag and a longer burnout but as i said the longer you fire the biger the wander , as i mentiond about accuracy it only decreases your spread . you have to be good to keep it on a moving target for more than a second when in full sipn whic i also stated dosnt kick in untill you are half way through your burnout . The reason it gets more accurate if you need the lore is because the firing barrels spin in opposing directions therefore creationg greater centrafugal force directly to the center of the gun llowing a direct stream of lead but creating greater barrel wander . Ok lets say i agree with the " Lore " . Even if the firing barrels spins in opposing directions, to create better centrifugal force. That should theoretically, help to reduce the gun movement at full Rpm, making the HMG "possible " to control with high caliber ammunition, and high Rpm. Without the spinning barrels creating greater centrifugal force, the HMG will be impossible to control. But all that, will not stop the backwards momentum from affecting the effective range, and accuracy of the HMG. No, by damage per round, the HMG is firing a smaller round than the SMG, at twice the fire rate. It has just over twice the optimal range of the SMG so it's charge would be a bit larger. If an operator is able to fire the SMG easily then a massively armored dropsuit like the heavy would be well able to handle the HMG recoil. And there aren't barrels spinning in different directions. There's a weighed collar that spins to create a counter gyroscopic force, that combined with the gyroscopic force of the barrel group makes it a very stable platform. In real life this collar would just prevent the tendency of the gun to slightly pull to one side at the start of firing. Again in real life, infantry operated miniguns mostly operate off pintle mounts. Look up YouTube for any number of videos showing how stable and accurate this is. Fair enough, this is not real life, so designs/changes don't necessarily have to follow physical laws as we know them. As to peoples accusations of the heavy having pin point accuracy with massive range beyond the AR, create an alt character and try it out. You'll soon be eating your words. When a heavy might be wasting ammo and tickling you at long range, they might very well have a team mate tearing you up with an AR, but manage to get the killing shot. The HMG is useless at long range. One lad up above saying 80m. Come off it. Try the setup out first so ya don't have to pretend as to the facts. Yes, the assault version has a max range of 80m but it's cone of fire is massive at that range. As to the OP wanting to know our thoughts on HMGs and SG, Snagman 313 puts it more or less as I think. Being lazy, I won't type it out again.
Ok... starting to see the concept.
Still, what about movement ? you are talking about lots of forces and counter forces involved in the HMG stability, surely any movement that is not rotational ( Forwards, backwards, left, right ), should have a significant impact in the HMG balance. If that is the case, HMG's should only be at "optimal" when standing still ( one foot in front the other position ). A heavy dropsuit + all that forces that you just described, should create lots of instability and unbalance, when trying to move and shoot at the same time. |
Snagman 313
Carbon 7
41
|
Posted - 2013.02.19 17:22:00 -
[22] - Quote
Panther Alpha wrote:Oxskull Duncarino wrote:Panther Alpha wrote:pegasis prime wrote:The HMG dose suffer from barrel wander and it only gets worse as you skill up the HMG operation and capacity skill books becaus the longer you fire the more the barrel wanders because you have a greater mag and a longer burnout but as i said the longer you fire the biger the wander , as i mentiond about accuracy it only decreases your spread . you have to be good to keep it on a moving target for more than a second when in full sipn whic i also stated dosnt kick in untill you are half way through your burnout . The reason it gets more accurate if you need the lore is because the firing barrels spin in opposing directions therefore creationg greater centrafugal force directly to the center of the gun llowing a direct stream of lead but creating greater barrel wander . Ok lets say i agree with the " Lore " . Even if the firing barrels spins in opposing directions, to create better centrifugal force. That should theoretically, help to reduce the gun movement at full Rpm, making the HMG "possible " to control with high caliber ammunition, and high Rpm. Without the spinning barrels creating greater centrifugal force, the HMG will be impossible to control. But all that, will not stop the backwards momentum from affecting the effective range, and accuracy of the HMG. No, by damage per round, the HMG is firing a smaller round than the SMG, at twice the fire rate. It has just over twice the optimal range of the SMG so it's charge would be a bit larger. If an operator is able to fire the SMG easily then a massively armored dropsuit like the heavy would be well able to handle the HMG recoil. And there aren't barrels spinning in different directions. There's a weighed collar that spins to create a counter gyroscopic force, that combined with the gyroscopic force of the barrel group makes it a very stable platform. In real life this collar would just prevent the tendency of the gun to slightly pull to one side at the start of firing. Again in real life, infantry operated miniguns mostly operate off pintle mounts. Look up YouTube for any number of videos showing how stable and accurate this is. Fair enough, this is not real life, so designs/changes don't necessarily have to follow physical laws as we know them. As to peoples accusations of the heavy having pin point accuracy with massive range beyond the AR, create an alt character and try it out. You'll soon be eating your words. When a heavy might be wasting ammo and tickling you at long range, they might very well have a team mate tearing you up with an AR, but manage to get the killing shot. The HMG is useless at long range. One lad up above saying 80m. Come off it. Try the setup out first so ya don't have to pretend as to the facts. Yes, the assault version has a max range of 80m but it's cone of fire is massive at that range. As to the OP wanting to know our thoughts on HMGs and SG, Snagman 313 puts it more or less as I think. Being lazy, I won't type it out again. Ok... starting to see the concept. Still, what about movement ? you are talking about lots of forces and counter forces involved in the HMG stability, surely any movement that is not rotational ( Forwards, backwards, left, right ), should have a significant impact in the HMG balance. If that is the case, HMG's should only be at "optimal" when standing still ( one foot in front the other position ). A heavy dropsuit + all that forces that you just described, should create lots of instability and unbalance, when trying to move and shoot at the same time.
You've actually just described the current system. Now while you can use the HMG and fire from the hip you only get the tightest fire pattern when you are crouched and once the gun has spooled up. Also when you begin to fire the weapon your movement speed is reduced by a good margin so as to have you compensate for the torque and recoil. Now obviously I haven't used the HMG that is in the game, however I do have experience in something similar large hydraulic impact drivers with a gyro weight. We use them to bolt together the frames for subsea manifolds the really big one I used was about 4 foot long and weighed about 85 kg (we had to use lift bags to hold it up so we could use it!!!) and they really do work well with the gyro weight stabilising the driver. So I can see where CCP got their idea from.
Snag
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Oxskull Duncarino
Shadow Company HQ
165
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Posted - 2013.02.19 17:28:00 -
[23] - Quote
Panther Alpha wrote:Ok... starting to see the concept. Still, what about movement ? you are talking about lots of forces and counter forces involved in the HMG stability, surely any movement that is not rotational ( Forwards, backwards, left, right ), should have a significant impact in the HMG balance. If that is the case, HMG's should only be at "optimal" when standing still ( one foot in front the other position ). A heavy dropsuit + all that forces that you just described, should create lots of instability and unbalance, when trying to move and shoot at the same time. Yes and no. Trying to move forwards, backwards, left, right from the direction you're firing would be unrestricted as the plane that the force is being exerted on isn't being changed. Trying to tilt the gun up or down or twisting to the left or right etc., would be attempting to change the plane of force and therefore would be resisted. While still being very stable, more force than normal would be needed.
The fact is, this force makes the gun very accurate, but slow down movement as the force tries to keep the barrel group and collar in the same plane as they were when the spinning started. Ingame, moving the muzzle of the gun while firing is alot slower than when not firing so it kind of sticks to a semblance of RL physics. That's why it's easier for lighter suits to circle close to a heavy while it's firing but keep out of it's fire. Once us heavier stop firing we can track ye easily and commence the wall of lead trick
An easy trick to see this force for yourself is to get the front wheel off a bike. Prop one end of the axle on a shelf, table, etc., with the wheel vertical, and while holding the other end of the axle between your fingers, give the wheel a good fast spin. You'll now be able to lift the wheel up with with just your fingers on one side of the axle and nothing supporting it on the other. The gyroscopic force keeps it in the plane it started spinning in.
A demonstration from Youtube if you want. It nicely shows how the collar works too. http://www.youtube.com/watch?v=LrTw7EdyW9A |
Superhero Rawdon
The Red Guards
4
|
Posted - 2013.02.19 17:44:00 -
[24] - Quote
A.) Is the HMG overpowered? B.) Why or Why Not? C.) Are you aware of the weapon's flaws? D.) Can your play-style act on those flaws efficiently? E.) In your opinion, what is a good weapon to compare the HMG to in terms of usability? F.) In your opinion, what is a good weapon that competes with the HMG? G.) What are YOUR proposed solutions, if any?
A - no. its a gatling gun. DUH. B - bc its meant to do wut it does in game....maybe even more so..... C - sure i am D - yes. ive taken down heavies plenty of times and ive adjusted my own play style to compensate when i run heavy E - really, u can compare all the weapons to all the weapons. dumb question, imo. F - the laser is the main one that competes with the HMG. mass driver is 2nd. G - leave the HMG alone. the only weapon i personally have a problem with is the laser......how in the *beep* does the laser not lose power the further it goes?
LEAVE THE HMG ALONE. it does not need nerfed, or any change. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
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Posted - 2013.02.19 17:57:00 -
[25] - Quote
Oxskull Duncarino wrote:Panther Alpha wrote:Ok... starting to see the concept. Still, what about movement ? you are talking about lots of forces and counter forces involved in the HMG stability, surely any movement that is not rotational ( Forwards, backwards, left, right ), should have a significant impact in the HMG balance. If that is the case, HMG's should only be at "optimal" when standing still ( one foot in front the other position ). A heavy dropsuit + all that forces that you just described, should create lots of instability and unbalance, when trying to move and shoot at the same time. Yes and no. Trying to move forwards, backwards, left, right from the direction you're firing would be unrestricted as the plane that the force is being exerted on isn't being changed. Trying to tilt the gun up or down or twisting to the left or right etc., would be attempting to change the plane of force and therefore would be resisted. While still being very stable, more force than normal would be needed. The fact is, this force makes the gun very accurate, but slow down movement as the force tries to keep the barrel group and collar in the same plane as they were when the spinning started. Ingame, moving the muzzle of the gun while firing is alot slower than when not firing so it kind of sticks to a semblance of RL physics. That's why it's easier for lighter suits to circle close to a heavy while it's firing but keep out of it's fire. Once us heavier stop firing we can track ye easily and commence the wall of lead trick An easy trick to see this force for yourself is to get the front wheel off a bike. Prop one end of the axle on a shelf, table, etc., with the wheel vertical, and while holding the other end of the axle between your fingers, give the wheel a good fast spin. You'll now be able to lift the wheel up with with just your fingers on one side of the axle and nothing supporting it on the other. The gyroscopic force keeps it in the plane it started spinning in. A demonstration from Youtube if you want. It nicely shows how the collar works too. http://www.youtube.com/watch?v=LrTw7EdyW9A
I believe you talking about "gyroscopic precession" which is left / right rotation, and up / down. In any other direction it would not apply any extra forces. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.19 18:52:00 -
[26] - Quote
Panther Alpha wrote:Oxskull Duncarino wrote:Panther Alpha wrote:Ok... starting to see the concept. Still, what about movement ? you are talking about lots of forces and counter forces involved in the HMG stability, surely any movement that is not rotational ( Forwards, backwards, left, right ), should have a significant impact in the HMG balance. If that is the case, HMG's should only be at "optimal" when standing still ( one foot in front the other position ). A heavy dropsuit + all that forces that you just described, should create lots of instability and unbalance, when trying to move and shoot at the same time. Yes and no. Trying to move forwards, backwards, left, right from the direction you're firing would be unrestricted as the plane that the force is being exerted on isn't being changed. Trying to tilt the gun up or down or twisting to the left or right etc., would be attempting to change the plane of force and therefore would be resisted. While still being very stable, more force than normal would be needed. The fact is, this force makes the gun very accurate, but slow down movement as the force tries to keep the barrel group and collar in the same plane as they were when the spinning started. Ingame, moving the muzzle of the gun while firing is alot slower than when not firing so it kind of sticks to a semblance of RL physics. That's why it's easier for lighter suits to circle close to a heavy while it's firing but keep out of it's fire. Once us heavier stop firing we can track ye easily and commence the wall of lead trick An easy trick to see this force for yourself is to get the front wheel off a bike. Prop one end of the axle on a shelf, table, etc., with the wheel vertical, and while holding the other end of the axle between your fingers, give the wheel a good fast spin. You'll now be able to lift the wheel up with with just your fingers on one side of the axle and nothing supporting it on the other. The gyroscopic force keeps it in the plane it started spinning in. A demonstration from Youtube if you want. It nicely shows how the collar works too. http://www.youtube.com/watch?v=LrTw7EdyW9A I believe you talking about "gyroscopic precession" which is left / right rotation, and up / down. In any other direction it would not apply any extra forces. I think we're on the same page. Gyroscopic precession is what would cause the horizontal spinning barrel group to turn to the left or the right. The direction of turn would depend on the direction of the barrel group's spin and how fast it spun. If it was vertical then there would be more or less no gyroscopic precession due to gravity acting straight down in line with the axis of rotation. By using a collar that has been calculated to give the same 'amount' of gyroscopic precession through mass and length, and spinning it in the opposite direction around the same axis, the turn to the left or right is negated.
The gyroscopic effect is what helps keep the horizontal/vertical axis stabilized. In between these axis the gun would have a less stable character. I'll admit I'm at the limit of my ability to explain the science theory behind it. I'm not sure if I read to much into how things work in fictional worlds
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Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.02.19 19:36:00 -
[27] - Quote
Figured I'd answer my own survey, if only for equality..
A.) Is the HMG overpowered? B.) Why or Why Not? C.) Are you aware of the weapon's flaws? D.) Can your play-style act on those flaws efficiently? E.) In your opinion, what is a good weapon to compare the HMG to in terms of usability? F.) In your opinion, what is a good weapon that competes with the HMG? G.) What are YOUR proposed solutions, if any?
A.) Not at all. B.) It's a specialization weapon, being that only a Heavy can utilize it - and with it, all of it's flaws. C.) It's flaws are that the user takes a stark drop in movement, speed and turn speed as well as the poor scan profile/precision. It's reload time is immense and if the target gets too close you're in for a tough fight. It's efficiency also never hits it's full potential, starting off at 95% and dropping from there with longer distances. D.) Absolutely. Having previously played with a HMG specifically, I know it's flaws and know how to counter it. The turn speed drops off of a cliff whenever they're ADS and many players can't compensate on the fly - a fast moving scout with close range weaponry is ideal for this. E.) Assault Rifle. Range is similar (contrary to popular belief they have roughly the same range). The assault rifle fires a little less rounds per second (750 rpm compared to the HMG's 2000) but deals roughly twice the damage per bullet, so they're actually a very even match. The difference is that the Heavy has a lot more EHP. F.) Shotgun and SMG. Someone who specializes in either of these can make very short work of a Heavy with an HMG if they know what they're doing. G.) If ANYTHING were to happen to the HMG, it should be that it's efficiency STARTS at 100% and drops from there, rather than 95%. This can be done in tandem with a bit larger aiming reticle to encourage ADS or Crouching. Range has nothing to do with it, damage and fire rate has nothing to do with it. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.02.19 19:41:00 -
[28] - Quote
A.) Is the Shotgun overpowered? B.) Why or Why Not? C.) Are you aware of the weapon's flaws? D.) Can your play-style act on those flaws efficiently? E.) In your opinion, what is a good weapon to compare the Shotgun to in terms of usability? F.) In your opinion, what is a good weapon that competes with the Shotgun? G.) What are YOUR proposed solutions, if any?
A.) Hardly. B.) It's remarkably short range makes for a circumstantial weapon - if you can't close the gap it's useless. C.) Absolutely. While range is a major issue, a lot of players forget that the skill involved reduces the spread on the shot, thereby making a weapon that continuously changes everytime you put skills into it, forcing you to adjust. D.) Easily. As someone who uses the Shotgun I often times will put distance between myself and the target, using an SMG to deal damage at ranges longer than the Shotgun can handle. Dish out enough damage to them and they often times will take self-preservation over an attempt for a kill. E.) Nova knife. You have to get dangerously close and know when you're actually going to make the kill as there are a great deal of weapons that will put you in a bind if you're not careful. F.) Anything. It's so circumstantial that most anything will kill you unless you get the drop on them - if such is the case just about any weapon you would have been using at the time would have been effective. G.) It's very well balanced as it is and doesn't need any changes. Changing anything on this weapon will sway it's power as being too useful, or too useless. |
Israckcatarac
Opus Arcana Orion Empire
3
|
Posted - 2013.02.20 00:28:00 -
[29] - Quote
I will start listening to those complaints after they have 1. learned to SPEC a class and stop spreading there SP to the wind. 2. Ben playing long enough to have gained the SP to have an effective properly built class and 3. and most important. When they stop staring at the ground running straight at a heavy from 35m out and wonder why they fell down. I so wish it would force you to show your skill tree with acumilated SP before allowing you to start screaming NERF. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
137
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Posted - 2013.04.07 23:16:00 -
[30] - Quote
Bendtner92 wrote:Fact is the Heavy HMG is meant to be an infantry killer and the Heavy Forge Gun a vehicle killer. If you nerf the range on the HMG it won't be an infantry killer. The Heavy can do no support due to both having no equipment slots as well as having low speed. HUGO SHTIGLETZ wrote: #1 because its extremely effective up to 60m and is still quite effective outside of that probably up to 90m most engagements occur within 45m so they dominate everything they encounter.
Wrong. Max range is 60 meters and it does little more than no damage at 50-60 meters. Not to mention you'll be missing a lot of shots with the HMG at 50+ meters.
What's supposed to be a heavy killer then? Tanks and orbital strikes? Oh wait. It can't be tanks because heavys were meant to be vehicle killers. If you take your post for its face value, then heavies are supposed to be all around killers in one incarnation or another. This does not make for a balanced, fun gameplay, does it? |
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