Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
25
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Posted - 2013.04.19 10:35:00 -
[1] - Quote
All these posts and nobody mentioned flux grenades? Forums, I am disappoint...
Despite what anyone claims or counter claims, the HMG is a solid ammunition Minmatar weapon. What that boils down to is that there's a slight damage reduction vs shields and a damage bonus against armor when using the HMG. So it's probably in your best interest to get at least lvl 1 in grenadier and carry flux grenades, which the basic ones will destroy dropsuit and militia LAV shields.
See an enclosed area swarming with redberries? Fully loaded? Toss a cooked flux grenade and mow them down. Since the majority of players are front loaded into shields nowadays, a few HMG rounds will mow them down that much faster.
Another thing that miraculously hasn't been covered: Crouching increases accuracy and effective range by a percentage. Whenever possible, crouch when firing for that extra bit of accuracy and range. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
27
|
Posted - 2013.04.20 04:10:00 -
[2] - Quote
Another Heavy SOB wrote:martinofski wrote:Another Heavy SOB wrote:Goric Rumis wrote:In terms of tactics: With the HMG, always stay in cover. Hug walls, weave between containers, take the low road through open fields. Your range is short to medium. At least 70% of the other players can kill you at ranges where you can't even fight back (assault rifles, laser rifles, mass drivers, sniper rifles, forge guns, vehicles, installations, and very rarely scrambler pistols can all out-range you). On the other hand, in CQC you're an easy kill for shotguns, so always pay attention to your mini-map and never let anyone get too close.
One of the weird things about firefights, when compared to other suits anyway, is that you can't really do any meaningful movement with your body. On the other hand, assaults and scouts are going to be strafing and jumping all over the place trying to keep you from hitting them. You have to keep the reticle on them if you want to have any hope of winning, because for DPS, a Duvolle is going to outclass your standard HMG, so you'll have is to rely on your effective HP and land every bullet. While I agree with just about everything you said, there is one issue... Duvolle does not have higher DPS than a Standard HMG, here's the math with no damage mods or proficiency only Weaponry V considered. Duvolle. 34.1+ù1.10 = 37.51 +ù 750 = 28132.5 ++ 60 = 468.875 DPS Basic HMG 16.0+ù1.10 = 17.6 +ù 2000 = 35200 ++ 60 = 586.66 DPS So the HMG has much higher DPS, but I agree it is more difficult to stay on target in CQC with an HMG than it is an AR, as it should be. Note that not every bullet hit the target with the HMG, depending on the distance. 20% miss, you get about the same DPS. Also, the headshot bonus, way easier to get with a AR. I guess it need to be considered too. How often do you shoot an HMG? Yes the accuracy spools up but Once it's there it has much less dispersion than an AR, if anything the increase in reticule bounce from sustained fire is the only detrimental effect to accuracy within an an HMG'S optimal range. And if you're engaging an AR outside of your efficiency range then quit simply...you're doing it wrong. If your engaging them within your optimal range headshots really aren't that difficult. You need to take damage types into account. ARs are plasma based and deal equal damage to shields and armor. The HMG is solid ammunition that deals 80% of its base damage to shields and 110% damage to armor. |