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Shijima Kuraimaru
WarRavens
187
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Posted - 2013.04.29 10:16:00 -
[1] - Quote
They say it's about game balance but a few of us know that's BS. Look at all the AR elitists that cry whenever they die to something that isn't another AR or thrown grenade. A few have even shed tears when they couldn't take out a tank with their AR.
Weapons are the way they are because most FPS gamers don't like weapon functionality to make sense. If the weapons had range and functionality that made sense, the heavy with the HMG would be devastating to anyone careless, or unfortunate enough, to be caught out in the weapon's effective range of about 1000 meters. Never mind that heavies are the slowest, easiest to hit moving targets in the game short of HAVs.
If Weapon functionality made sense, the shortest range projectile weapon would be the scrambler pistol at around 50 meters. The Forge Gun would top the range at around 10km. It would force the intelligent use of cover and tactics and players would have to think more about what they're going to do. Unfortunately, most people from the realms of the generic FPS call this "Scrub" game play. |
Shijima Kuraimaru
WarRavens
187
|
Posted - 2013.04.29 11:43:00 -
[2] - Quote
KalOfTheRathi wrote:Shijima Kuraimaru wrote: -- snip of elitist gamer blather -- Okay Kitten, why don't you just go play Arma II? Everything will be realistic and super duper cool.
First of, I'm not an elitist gamer. Second I'm sorry you chose to get butt-hurt over what I believe is a truism in most FPS gaming. There's an ointment for that.
I'm all for suspension of disbelief in many games but, the weapon functionality in most FPS games is on a steep level of mental deficiency. I know it's done for "Balance" so players can be on a more equal footing when playing a mindless arena shooter like many of the generics out there. From what I keep reading as the supposed vision for Dust, a deep tactical FPS that will have repercussions across all of new Eden, one should think that a more common sense approach to weapon functionality would be the order of the day. But then common sense has become rare these days. You little tirade proves that. |
Shijima Kuraimaru
WarRavens
190
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Posted - 2013.04.29 20:31:00 -
[3] - Quote
Tailss Prower wrote:Shijima Kuraimaru wrote:KalOfTheRathi wrote:Shijima Kuraimaru wrote: -- snip of elitist gamer blather -- Okay Kitten, why don't you just go play Arma II? Everything will be realistic and super duper cool. First of, I'm not an elitist gamer. Second I'm sorry you chose to get butt-hurt over what I believe is a truism in most FPS gaming. There's an ointment for that. I'm all for suspension of disbelief in many games but, the weapon functionality in most FPS games is on a steep level of mental deficiency. I know it's done for "Balance" so players can be on a more equal footing when playing a mindless arena shooter like many of the generics out there. From what I keep reading as the supposed vision for Dust, a deep tactical FPS that will have repercussions across all of new Eden, one should think that a more common sense approach to weapon functionality would be the order of the day. But then common sense has become rare these days. You little tirade proves that. I don't care about the range of the HMG however I think the bullet spread should be looked at I've had it happen many times where a HMG it hitting me from 100M at least and it eating away at my hp in a matter of seconds the range is fine to me but it should be hitting alot less the father away the target is and I don't think it spreads out enough
Assault HMGs with high lvls of Hvy SS only reach that far. I know because I use it to good effect even thought it has a 25% damage reduction trade off for the increase in range. However, if you have light SS trained up even one or two levels less with an AR, you can still out range me with pin point accuracy.
Something else you have to remember, HMGs also get head shot damage bonuses like all the other weapons do and, if you aim like I do, shoulder level, there's a better chance of more rounds hitting the head. Also a better chance of more rounds missing.
Another possibility, you could also have been getting hit by a high end assault HMG. Also, the rapid melting you experienced... The Heavy could have also been kneeling which stabilizes the HMG reducing the spread. And lastly, you quite possibly could have been getting hit by more than just the HMG. |
Shijima Kuraimaru
WarRavens
190
|
Posted - 2013.04.29 21:43:00 -
[4] - Quote
Schalac 17 wrote:Honestly what I would like for my HMG is when I hit right mouse button it should spin up to max speed without expending rounds. This is the first game I have played with a HMG that didn't do that.
Unnecessary. This is one of the areas where the Devs chose to go with reality. In Dust, a half second delay in firing will result in your death as your target will most likely hear the spin up an be able to start laying rounds into you before your first round leaves the barrel. |
Shijima Kuraimaru
WarRavens
190
|
Posted - 2013.04.29 21:50:00 -
[5] - Quote
Sloth9230 wrote:You want to balance the HMG? Increase it's spread, increase it's heat build up, re adjust it's optimal range and damage drop-off, but making it a CQC only weapon is stupid as ****.
Increasing spread will make it more CQC than ever. The heat mechanic, though unrealistic, is fine as it is. Wanna speed up my over heat, then I want my HMG to be belt fed so I never have to spend 6+ seconds reloading after every 425 rounds or 12.75 seconds of fire. |
Shijima Kuraimaru
WarRavens
190
|
Posted - 2013.04.29 22:08:00 -
[6] - Quote
Sloth9230 wrote:Shijima Kuraimaru wrote: Increasing spread will make it more CQC than ever.
I'm talking about longer distances, like a cone, that way it will at least be able to provide cover fire at a distance instead of the bullets just disappearing. And heat is practically non existent, you can use 80% percent of your ammo before the meter fills.
Anyway, this thread isn't about assault HMG + SS3 reaching out to raw AR range, it's more about weapons of the same type, even the same weapon, having different ranges because of the SS skills. I agree that it doesn't make sense that a character based skill would increase range. I would say that a module should be required and, though it's counter intuitive, trade range for damage and vice versa. |
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