Aeon Amadi
Maverick Conflict Solutions
1009
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Posted - 2013.02.27 20:36:00 -
[1] - Quote
Alright alright, let's take a step back and look at this issue (once more).
Allow me to explain why the HMG is fine the way it is and how I can directly compare the argument that it needs to be "fixed" to real-life politics.
The funny thing about real-life politics is that a lot of the time when the vast majority are focusing on one issue, another issue gets worked on "in secret". It's not -actually- worked on in secret so much as no-one noticed it while focusing on the big thing that everyone was ranting and raving about.
Que in the HMG argument...
So there's this thread (and I know I really shouldn't make another one but considering how many there already are, why not) called HMG needs an OVERHAUL ASAP and I'm going to directly comment on the issues provided.
1. ROM and Accuracy Rating: The RoF (because I honestly have no idea what ROM is being as the 2000 numerical value is the weapon's Rate of Fire) is set that way because... Who'd have guessed... it's a Heavy Machine Gun. Interesting thing about Heavy Machine Guns is that they have a faster fire rate than your standard Assault Rifle and that's why they're in their own classification of weapon. Now, the accuracy rating might be a little sketchy BUT this is explained in the lore of the weapon - it's got these fancy things called Gyrostabilizers to keep it from going all over the place.
2.ROM + Instant Hit mechanics: It's called "Hitscan" and it was implemented for largely the same reason that everyone was complaining about the Scout suit being impervious to weapons fire. Ballistics mechanics, especially in an MMOFPS, don't work very well as you have to account for server lag, ping and a variety of other issues up to and including hitbox detection not catching up with the player animation.
3."Broadside" Alright, to explain this one: ALL advanced tier 'aurum' weapons are set to act like Prototypes. This is nothing new, this has always been the case. The only reason the 'stormside' and the like are not currently in-game is because they're being worked on; even still, you have the 'Killstreak' (or whatever it is) GEK-38 that operates in exactly the same way.
4. HMG gets more accurate the longer they shoot.. Again. Lore of the weapon. It's the same reason the Laser Rifle does more damage at longer range/the longer you hold down the trigger. Incidentally enough, the same people who QQ about the HMG are generally the same ones QQing about the Laser Rifle and Shotgun.
5. HMG allows the Tank suit to out DPS the DPS'ers There are a NUMBER of reasons for this and not all of them are as obvious as you make it out to be.
The HMG can ONLY be used by a Heavy Dropsuit - meaning that they take a MASSIVE hit to their movement speed, turn speed, signature profile, signature precision, scan radius, inability to equip equipment slot items and a general lack of slots. All of that even comes at a MUCH higher cost than your Assault Suit (which is what I'd imagine you use because you keep mentioning the Assault Rifle).
Incoming MATH.
Gek-38 damage = 32.5 per shot. Gek-38 rof = 750 (this does not change) Standard HMG damage = 16.8 Standard HMG RoF = 2000 (this also does not change)
This equates to a grand total of 12.5 rounds per second or 406.25 Damage Per Second for the Gek-38 ....and a total of 33.3> rounds per second or 554.4 Damage Per Second for the HMG.
This gets all the more interesting when you take into account skills and (what's this?) DAMAGE MODIFIERS!
The funny thing about Damage Modifiers currently is that they suffer no stacking penalty (at least in the fitting screen) so it's possible for a Prototype Assault Dropsuit to fit as many as FOUR Complex Damage Modifiers (+40% damage) to increase the damage of their assault rifle.
Ready for some BS?
An Advanced Assault Dropsuit can fit 3 Complex Damage Modifiers and all skills at level 5 can achieve a whopping 708.6875 DPS with his GEK-38 Assault Rifle.
Ready for some MORE BS?
A Heavy can never fit more than -TWO- Damage Modifiers at any given time, which puts him at just 846.71 DPS with a Standard HMG.
Now here's where the best part comes in.
The HMG will -ALWAYS- do 95% of it's total damage and drop in efficiency as the range increases unless one of two things occur. A.) They are crouching. B.) They are aiming for the head.
The AR will -ALWAYS- do 110% of it's total damage and drop in efficiency as the range increases unless they are aiming for the head.
So already the AR is doing -more- damage than the numerical value suggests and the HMG is doing -less- damage. Ontop of that the Headshot on an AR does 165% whereas the HMG (assuming you could land one in the first place) only does 147%.
Cross all of these factors in with the Assault Rifle's versatility in being able to be fitted with ANY dropsuit and you've got a perfectly balanced scenario with -SLIGHT- favor in the HMG, not some massive overpowering amount. |