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Thread Statistics | Show CCP posts - 7 post(s) |
ChromeBreaker
SVER True Blood Unclaimed.
435
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Posted - 2013.05.08 11:12:00 -
[1] - Quote
CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible. Other smaller tweaks like lessening kick (which gets pretty excessive as the weapon nears its heat threshold) and a modest improvement in how quickly the weapon reaches optimal dispersion should make it feel much better. Anyway, thanks for the ten-page thread, guys. I look forward to the next ten pages!
You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. We havent got the range to put down damage, we have too much spread to concentraight fire, we dont have the damage to hurt a target. Putting those three together hurt just too much.
We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close.
I am TRYING to work the HMG. But the stacking of less dmg, worse tracking, less range, more spread... you restricted us to walking through doors and hoping there isnt more than one guy on the other side |
ChromeBreaker
SVER True Blood Unclaimed.
436
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Posted - 2013.05.08 11:28:00 -
[2] - Quote
CCP Remnant wrote:ChromeBreaker wrote:CCP Remnant wrote:I don't hate the Heavies. Or the HMG. Well, actually, I hate everyone on the planet equally so technically I guess that means I hate no-one (we're all snowflakes!) Good to see some intelligent debate and solid points in this thread, so thanks for that! Just wanted to jump in an explain the thinking behind some of the recent changes. - The SS skill had to go. It should never have been there in the first place as it pushed all weapons well beyond their intended ranges and with more racial variants coming into the game (rail rifle, combat rifle etc.) it was more important than ever to have cleaner range profiles for all weaponry. - The Sentinel was designed primarily as a point defense role. His speed and slow turn rate make him unsuitable for frontline combat. His presence should make anyone think twice before approaching a position. I'm not sure but it seems to me that a lot of the complaints about the ineffectiveness of the HMG stem from the fact that people want to use it to lead the charge into enemy territory. The HMG is not well suited for use in open areas but it comes into its own when used in outposts where targets are confined to narrow spaces. And at close range, the HMG is still very effective, I believe. The HMG's optimal range is up to 30m and max. effective range caps out at 50m. (This is currently a hard cap - all weapons stop doing any damage beyond their max range - but we're going to be fixing this soon. Like soon soon, not SOON(tm).) What it needs is not a damage buff (it kills just fine) but a gentler damage falloff curve so that it can be used as an effective suppression weapon in the 50-70m range. As an attacker, right now it's too easy to shrug off the hits and close the gap between yourself and the person wielding the HMG so that's something I'd like to address as soon as possible. Other smaller tweaks like lessening kick (which gets pretty excessive as the weapon nears its heat threshold) and a modest improvement in how quickly the weapon reaches optimal dispersion should make it feel much better. Anyway, thanks for the ten-page thread, guys. I look forward to the next ten pages! You cant do that. Your effectivly restricting an entire playstyle. As a heavy i dont want to be stuck defending the whole time, i put forward that charging the breach is just as much our job. We cant even try to do that. we havent got the range to put down damage, we have to much spread to concentraight fire, we dont have the damage to hurt a target. putting those three together hurt just too much. We do do damage at close range its true... if our target stands still, you hit our tracking and movement speed too. We cant track anything at close range. You made us a close range fighter and then made it impossible to target anything close We didn't touch the movement and tracking speed on the Sentinel suit.
movement speed is down as the "shield" varient is gone and so is their movement bonus.
For tracking consider this a bug report, or that its become more aparent in this build. I played heavy the entire beta, I can not keep my recitle on target.
At range spread forces you to look down the sights, which cant keep on anyone not walking. closer... it seems the fluidity of aiming slows directiion change, and/or causes over shooting. |
ChromeBreaker
SVER True Blood Unclaimed.
437
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Posted - 2013.05.08 11:46:00 -
[3] - Quote
Sontie wrote:you can't fire while strafe sprinting...
you dont need to, just get out of my field of fire and your golden. very quick, very easy |
ChromeBreaker
SVER True Blood Unclaimed.
438
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Posted - 2013.05.08 11:52:00 -
[4] - Quote
Musta Tornius wrote:Jesus christ guys, the optimal range was only decreased 4m. People are just unused to playing without SS causing massive qqing.
Theres more to it than that, its not JUST optimals, or damage, or whatever, its eveything at once. range has effected spread, that has effected dmg, that has effected tracking, that has effected speed, that has effected range... |
ChromeBreaker
SVER True Blood Unclaimed.
438
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Posted - 2013.05.08 12:34:00 -
[5] - Quote
Thats a point, the general HP buff was a nice touch, really feel solid now... but it doesnt go on enough, im getting more kills with my FG |
ChromeBreaker
SVER True Blood Unclaimed.
439
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Posted - 2013.05.08 15:03:00 -
[6] - Quote
Drogan Reeth wrote: Do you realize that in reality anything with a slow turning rate their main weakness is close range? You basically designed a class that has the main advantage of close range dmg and the main weakness of close range because it can't turn. But at the same time they can't hit anything at range. You can kill proto heavy's with miltia scouts and assaults now. They are beyond broken. Not a little bit broken, needs tweeks broken, completly utterly don't use this class, don't waste you sp broken. They where already lossing to proto assaults pre patch. If you undo the dmg nerf, and undo the range nerf, you would still have to give them a turning rate buff, then MAYBE they would be a usuable class in corp matches at proto level when playing with good fps players.
tbh that would be way too much, and completely unbalanced with everything else.
it needs fixing but not to what it was either |
ChromeBreaker
SVER True Blood Unclaimed.
442
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Posted - 2013.05.09 09:43:00 -
[7] - Quote
Go go magic thread!
HMG weaknesses:
Range, dmg, spread-kick, tracking, (Heavy) speed
Strengths: High RoF Lrg Mag
My proposed fix - Increase Range (not necessarily optimal), use spread to reduce accuracy at long ranges, reduce kick overall. Increase dmg. Keep tracking, speed etc.
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ChromeBreaker
SVER True Blood Unclaimed.
442
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Posted - 2013.05.09 10:20:00 -
[8] - Quote
Shameless bump |
ChromeBreaker
SVER True Blood Unclaimed.
442
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Posted - 2013.05.09 12:03:00 -
[9] - Quote
A heavy should have presence, they should walk around a corner and demand attention. Thats why they have the huge HP.
But as they are now, they are just slow lumps that people can deal with at their leisure.
Give them damage, a way to apply damage. Make the HMG a force to be reckoned with.
A giant whirling death machine should not be out gunned by an assault rifle. The assault rifle needs to out flank and use its extra speed. |
ChromeBreaker
SVER True Blood Unclaimed.
447
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Posted - 2013.05.10 10:42:00 -
[10] - Quote
/o\ a blanket increase!
lasers, grenades, forge guns, tacticals, tanks.... this could break things more than the nerf!
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ChromeBreaker
SVER True Blood Unclaimed.
447
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Posted - 2013.05.10 10:48:00 -
[11] - Quote
Himiko Kuronaga wrote:Buffs are a beautiful thing, man.
Arms race > Nerf race
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
The only problem was the HMG!!! everything else, dmg - hp profiles were almost perfect!
AR's are dangerous but not op (if you can hit which is a seperate issue)
AV/Tank is almost perfect (might change with skill fix)
..... |
ChromeBreaker
SVER True Blood Unclaimed.
447
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Posted - 2013.05.10 11:05:00 -
[12] - Quote
J Lav wrote:ChromeBreaker wrote:Himiko Kuronaga wrote:Buffs are a beautiful thing, man.
Arms race > Nerf race Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo The only problem was the HMG!!! everything else, dmg - hp profiles were almost perfect! AR's are dangerous but not op (if you can hit which is a seperate issue) AV/Tank is almost perfect (might change with skill fix) ..... There's more going on than just a damage increase across the board. -Dispersion is being addressed, Range is being addressed, and the HMG is getting more of a damage increase than others.
Yeah i agree this is healthy for the HMG
But its going to throw the balance of the other weapons |
ChromeBreaker
SVER True Blood Unclaimed.
448
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Posted - 2013.05.10 11:43:00 -
[13] - Quote
Himiko Kuronaga wrote:One thing is for sure.
People gonna be dying a hell of a lot faster now.
I dont feel this is a good thing... removes more of the gungame.
All those times you "just" get into cover... |
ChromeBreaker
SVER True Blood Unclaimed.
552
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Posted - 2013.06.07 08:48:00 -
[14] - Quote
What did you do to this thread!!! this used to be cool we even got the HMG fix and now your ruining it |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 12:44:00 -
[15] - Quote
D legendary hero wrote:^^serious? i give the **** up. i need to respec into ARs so i can insta win like everyone else. looks we have another call of derp. you happy thats another heavy down.
you think i dnt know how to play heavy? i have 5 million SP put into heavies and heavy gear. i use everything from the standard to the proto gear. i use cover, i use tactics, i work with my squad. but in all the areas my heavy is supposed to excel here comes a logi or assault that can do it better. im asking for buffs to balance the suit.
i dnt litter my links everywhere i put them places people who are interested in heavies might like it. which to a large extent they enjoy as is evidence by the large number of likes, and views ive amassed.
i presented my case. i showed the math. i was very detailed. and just about everyone who actually plays heavy agrees with what im talking about. still if you want ARs and Snipers to rule the day, be my guest. when all you see are ARs and snipers dnt complain about the game not having any diversity or being unbalanced... oh wait didnt this already happen? oh yeah that was the TAR that everyone speced into.
the AR is supposed to be the most versitile weapon but not just plain OP. but since you like being able to do everyone's job with the AR so be it.
omg
look AR's are not the crazy super weapons your making them out to be lol (tac was lol). A heavy has the hp to survive and do a lot of damage but what your suggesting is that a heavy should completly dominate. With the changes your suggesting you will destroy the game for other players and heavies will become the go to class.
Of course other heavies like it your saying pretty words, that sound nice. But the world you see is only yours and your asking too much. I have been playing heavies from the beging of the beta, every iliteration from the crazy OP days to the recent "my hmg is shooting cotton wool". |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 13:00:00 -
[16] - Quote
SoTa PoP wrote:How to fix heavies: Little more range on HMG, 5+ even would up my KDR which has been steadily rising as of late past 4 (Pathetic I know) Increase turn speed for "Doom" mode for HMG. Increase turn speed for normal aiming for HMG. Racial place holders - even just the basic frame. Amaar - I love you - but you blow.
Anything more and we'll be called OP again.
I'm not exactly sure how some of you heavies are dropping so quickly. The only way it's possible is if majority of shots land on you - which means you weren't using cover, your map, or your team.
Our survive ability would go up if we didn't need to get in close to kill. It's pretty ******** that we move so slow with this much HP trying to get into optimal. It's a very boring process and often a waiting game for the good heavies who know better then to rush.
I just... want some range... :(
This i can agree with. maybe not the turn speed out of doom mode but much more reasonable.
I think the range will become a little better when they remove the hard range cap, waiting till after that to make a solid assesment.
The racial variants should hopefully open up the entire class, perhaps the minmitar heavy wil lbe a little quicker |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 13:46:00 -
[17] - Quote
oso tiburon wrote:Forget the fact i cant turn around, forget the fact that scouts can regularly mario over me and run away. Part of the game is that im a slow heavy, and cant turn or go into open areas, because guys with side arms out range me.Get in side of 20 to 15 m, your dead plain and simple.
What Sota says above hits it on the head. You give me that and hell, give every one free tac duvolles with all the firing speed you want, let em have grenade rounds comming out of them (and yes ccp you realy did screw up the ammar heavy it blows). But i still am doing better as a heavy on this build than the last. Ive had 6 30+ kill matches in the last week and my kdr is rapidly climbing
Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 14:48:00 -
[18] - Quote
oso tiburon wrote:ChromeBreaker wrote:oso tiburon wrote:Forget the fact i cant turn around, forget the fact that scouts can regularly mario over me and run away. Part of the game is that im a slow heavy, and cant turn or go into open areas, because guys with side arms out range me.Get in side of 20 to 15 m, your dead plain and simple.
What Sota says above hits it on the head. You give me that and hell, give every one free tac duvolles with all the firing speed you want, let em have grenade rounds comming out of them (and yes ccp you realy did screw up the ammar heavy it blows). But i still am doing better as a heavy on this build than the last. Ive had 6 30+ kill matches in the last week and my kdr is rapidly climbing Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work very true on the team work the reason i do so well is i have anubis to back me up and i back him up like a heavy team but its hard to find a logi that will stick with us repping and tossing nanos they want to run off and get kills they think they are a heavy assult as for turning im not asking to be like a ballerena just the ability to maybe if i have hit markers from behind be able to at least turn around in a reasonable time usualy if im getting hit from behind and im shooting at things in front of me ill pray someone get the guy behind me or face the fact i just lost a suit
Its another problem that negatively effects the heavy, true "logi's" are having a very hard time at the moment. Needles are very hit and miss, and rep tools stop giving rewards pretty quickly. Fix those and we may see more logi's and they might be willing to follow us around more
On a side note, try squading up with other heavies... its hilarious hitting up 5 other heavies and rolling together |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 15:03:00 -
[19] - Quote
Lance 2ballzStrong wrote:ChromeBreaker wrote:Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work a CQC weapon with a slow turn speed... yea that's logical I shouldn't have to rely on my team to KILL someone in my domain, CQC. Sorry, that makes no sense.
??? A shotgun, or Nova knive is CQC. A HMG is short to Med range... and it is VERY good at those ranges. Its a factor of balancing it against everything else |
ChromeBreaker
SVER True Blood Unclaimed.
555
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Posted - 2013.06.07 15:18:00 -
[20] - Quote
Lance 2ballzStrong wrote:ChromeBreaker wrote:Lance 2ballzStrong wrote:ChromeBreaker wrote:Im against increasing the turn speed too much. If someone gets right up close to a heavy then they should have the advantage. This also helps promote team work a CQC weapon with a slow turn speed... yea that's logical I shouldn't have to rely on my team to KILL someone in my domain, CQC. Sorry, that makes no sense. ??? A shotgun, or Nova knive is CQC. A HMG is short to Med range... and it is VERY good at those ranges. Its a factor of balancing it against everything else are you honestly saying the HMG is NOT cqc? not sure if serious The range makes this gun a CQC and a very short medium range weapon. Balancing? You're making less sense in your argument!
? Im pretty serious yeah... i dont really try to generalise to such a degree, I imagine HMG as a cone and if you get close to its point its harder to hit "but" if you do get a hit it wrecks them.
Think of a Heavy as having a type of minimum range. Lets be honest here, you can normally murder anything before it gets that close but its a point that allows other suits to have a chance... if they can get there.
Long range or incradibly short range is a HMG's acillies. There are things you can do to mitigate that of course which is where player skill comes in. |
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ChromeBreaker
SVER True Blood Public Disorder.
566
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Posted - 2013.06.11 15:40:00 -
[21] - Quote
Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
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ChromeBreaker
SVER True Blood Public Disorder.
567
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Posted - 2013.06.12 08:32:00 -
[22] - Quote
D legendary hero wrote:ChromeBreaker wrote:Real life =/= Game
The power needed to force a laser through an atmosphere and have enough energy to warm up your brain cells is HUGE! laser rifle would need its own reactor.
A rail gun of the size on a tank, would have enough kinetic energy to fling ITSELF across a map. Ignoring the Forgegun lol
Balance First. Then Lore
balance =/= making ARs better than every other specialty weapon in their feild of operation. the amount of energy required to magentically seal and then launch plsama rounds, plasma of course being an extremely unstable element, would requiere more energy than everything you just mentioned. and certainly the range on that projectile would be limited as the plsama would almost instantly change state. dnt BS. when we speak of balance we balance weapons in the same category against their designated purpose. ARs are supposed to = the jack of all trades, masters of none. a AR is supposed to be decent at mid range and close range combat but should not excel in either. its strengths are its accuracy, rate of fire. its supposed to be balanced by medium damage, reload and dispersion. its an average weapon. shotguns, SMG = the best CQC weapon. high damage, but limited ammo and range HMG = the best mid range weapon. supposed to have, high rate of fire, high damage, large magazine capacity. it supposed to be balanced by its long reload, and higher inaccuracy. right now the AR excels in close range due to its high damage, high rate of fire, and its out ranging everything else, inaddition to accuracy, great hipfire, and fast reolad make it good at everything. period. the last time i checked balance =/= ARs are better at everything and are better than everything.
Right you've just gone to balance between weapons IN game, with no referance to real life. Stop waving your arguments all over the place. SO like i said, and funnily enough actually somehow agrees with your ramblings:
Balance First. Then Lore.
When we balance weapons we balance them against EVERYTHING, other weapons, their effect, suits, vehicles... not just their purpose. A HMG's "purpose" is to liquidize whatever happens to be in front of it... thats not very balanced... however cool you might think it might be.
Plasma containment issue... first didnt say anything about it so no BS from me, however i would say... shields... nanites... because of QUANTUM
Just so my position is absolutly clear... AR's is not a crazy god weapon, and HMG arent useless marshmellow shooters. |
ChromeBreaker
SVER True Blood Public Disorder.
568
|
Posted - 2013.06.13 11:44:00 -
[23] - Quote
Every one that comes in here says that they can do well with a HMG... and then says its broken... I can do pretty well in a match, HMG are fine. Use it to its advantages, and as we all well know, it can rake in the kills.
The only thing i would like to see with a HMG is a little more range, and CCP have said that they're removing the hard cap on bullet range. Im waiting until that comes in to make an opinion.
Also if we take the poor sentinal as a basis, the racial suits are going to have bonuses to their racial weapons... that means the minmitar heavy might specialise the HMG to some degree. |
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