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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
25
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Posted - 2013.05.08 13:49:00 -
[1] - Quote
Range needs to be completely reworked in this game. A hard range is a terrible way to differentiate classes.
Uprising and the HMG have just made it ridiculously apparent.
I can throw a football about 60 meters. Are people really suggesting that a Heavy Machine Gun only be effective at HALF that range??? This is patently ridiculous.
Increase all ranges substantially. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
29
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Posted - 2013.05.08 14:25:00 -
[2] - 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!
The ranges you have listed here are....laughable. They are game breaking.
Also, a point defense role is useless if the defender is unable to reach any attackers. In the role you've described, a suppression role, defenders need to be able to hit anyone coming in that is not using cover. Now they can just move to their range....outside of the Heavy player's range....and unload with no risk.
I'm honestly blown away by these ranges. Someone said it best in another thread: Civil War 514. Line up and fire. Maybe you'll hit something. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
32
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Posted - 2013.05.08 16:00:00 -
[3] - Quote
WyrmHero1945 wrote:Gelan Corbaine wrote:WyrmHero1945 wrote:[ Exactly as I said it in my heavies have a niche now thread. You guys were doing it wrong...
That does not answer the question. And saying a phrase over and over in several threads does not make it true without real facts to back it up . The CCP guy said it all. That's their intention of how heavies should work. It's a sad truth but oh well.
Reading that CCP quote ruined my breakfast, lol.
Their vision appears to be weapons with the effective range of this. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
32
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Posted - 2013.05.08 16:36:00 -
[4] - Quote
Orin the Freak wrote:EnIgMa99 wrote:thats alot of SP to spend for such a situational suit
1: We haven't seen the other heavy suits yet 2: We haven't seen the other heavy weapons yet 3: Slow down, the game isn't even "launched" yet, and even if you consider open beta, it hasn't even been out a half a year yet. Yeah, I understand the current frustration. but patience is a virtue, especially for people who play CCP games. lol. Furthermore, they didn't say heavies couldn't lead the charge, just that it wasn't their intended role for the heavy. Granted, I do think it's interesting they would pidgeon-hole the current heavy into such a ... "side role" when all the other classes are relatively versatile. but the name of uprising is Teamwork. if you have a good team, you can dominate. be it a frontline heavy, a rapid attack scout, an assault logi *harfff* or even a good frontline assault. But if you suck at this game, no amount of EHP or range should change that. if you want more range, try a different gun. not everyone can play the role of the heavy right.. but... You should carry the dropsuit and weapon, not the other way around.
Orin, the problem is that you're asking heavy players to wait to spec until new heavy suits and weapons come in to the game on the hopes that the future may be brighter.
That's a lot to ask people who actually enjoy playing the class, and doesn't lead one to have the hopes that statement requires. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
36
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Posted - 2013.05.08 19:45:00 -
[5] - Quote
Himiko Kuronaga 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. No, it isn't. At close range its terrible. The problem you guys are having is that you have a very flawed sense of what is long range and what is short range. The AR currently is of the longest range weapons in the game, but the problem is that its actually incredibly short range by FPS standards. The HMG is even shorter range, which makes it feel worthless. Furthermore, if the sentinel is designed as a point defense weapon platform, what is going to stop a person from simply approaching a point outside of my range and killing me? That's exactly what happens right now. I can't run them down and get them in my optimal to counter-attack because im too slow and they can just out-kite me by backpeddling. The deterrent from making an HMG guy good at front line assaulting shouldn't be his range limitation, JUST HIS MOVEMENT. If I can't keep up with the rest of my crew, they can get from point to point faster and are therefore better for the role. By restricting my range you do not do this -- you simply make it impossible for me to fire back on the enemy trying to kill me. Or I get killed by a super fast strafing shotgun scout who I cannot turn in time to shoot, thanks to the suits pathetic turning ability. In fact, the only thing a sentinel CAN stop is another heavy who is trying to assault the point solo which, according to you, are not even intended to exist. So a sentinel cannot fulfill the role you have established for it in any capacity whatsoever, nor can it assault other points with proficiency. By crippling my movement you also make me more vulnerable to any weapon with a splash radius, which increases the difficulty in assaulting a point. Counter-measures against a front-line heavy already exist, we don't need range penalties on top of that. Quote: 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. With all due respect, replace it with a flame thrower. That's what it is. HMG's do not have this drawback in any game. If it's suddenly viable for a different role overnight then fine, but when you put implement falloff for our gun you're going to be putting it in for other guns as well, which keeps the problem exactly the same.
Very well said. The concept of range in this game is unlike any other, and it simply doesn't work.
Imagine when we have even bigger maps and battles, and we still have guns that are only effective over the range of the pitchers mound to home plate (90ft ~ 30m)??? Wtf.
Solution: Shameless Plug
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
36
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Posted - 2013.05.08 20:04:00 -
[6] - Quote
ZDub 303 wrote:Himiko Kuronaga wrote:It's like Dust is trying to justify its arena-shooter short range combat by giving it high HP, but then they make the maps too big for that to function.
Right now the only game with even remotely comparable combat is Halo. The maps in Halo are way smaller and yet the weapon ranges are still several times what they are in Dust. It makes no sense whatsoever.
Dust shooting mechanics do not work, period.
CCP needs to stop pushing it, admit they screwed up, and fix the ranges. Agreed. Maps are clearly designed with long range engagements in mind, yet weapons are designed for CQC only. Its terrible.
That's generous Dub. Pro NFL QB can easily out-range heavy as CCP would like to see it.
CCP Remnant wrote: 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.
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
38
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Posted - 2013.05.08 20:49:00 -
[7] - Quote
J Lav wrote:I just want to reiterate that the concept of range limitation on a weapon is NOT a basis or determining a weapon's use. As an example, consider that in MANY shooting games, a pistol can hit someone from the other side of the map, however doing so is insanely difficult - but NOT due to a range cap.
It's other attributes of a weapon that CCP needs to look at - gun handling, spread, vision obstruction from the weapon's size and sights, combinations of bursts and kick, volume of the gun - stealthy versus cannon loud. And this is how my experience with the HMG in the old build, and the new one pans out - a Shotgun on any other suit is WAY more effective within the range that has been put on the HMG.
Exactly. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
67
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Posted - 2013.05.09 02:10:00 -
[8] - Quote
CCP Remnant wrote:martinofski wrote:
I think with the current maps design, we should have received another race for the heavy, a shield, fast version for "running" around and turning at reasonnable speeds so we can track the guy running and jumping in minmatar logi using their 4high,4low,4equip setup and duvolles.
This patch was indead bad for the heavys since you either use what is available and run the sentinel that you don't want, or you do like me and don't upgrade the dropsuit and use the militia one to save your SP.
Yeah... right now only the Amarr heavy frame model is complete. In Uprising we've started pushing all the suits more into specific race profiles, but of course when you're missing 75% of the other frame options you're bound to have some balance holes. The Caldari, Minmatar and Gallente heavy frames are coming, but not as soon as we'd all like. To that point though, how would you guys like us to approach that? Would you want Type-IIs and more sidegrade variants to tide you over until the other suits come online? (Even knowing that we'll probably retire them once the others arrive?)
Will any of these sidegrade suits vastly increase the range of the HMG?
Because that is the crux of the issue with Heavies right now. This thread is HMG review, after all... |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
83
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Posted - 2013.05.09 20:13:00 -
[9] - Quote
Caineghis Beoulve wrote:Master Jaraiya wrote:Caineghis Beoulve wrote:We are forgetting the most important part here, is that the HMG is not fixed, we need the HMG to be able to perform our job, be it as a defender or as an attacker.
We need the HMG restored to Chromosome stats, that was really balanced Exactly what I was saying on page 23 of this thread. We need to focus on what needs to be done to the HMG to make it viable. I suggest building off of other peoples' ideas. Take a look at my post and others' post containing potential fixes; if you like it give it a thumbs up! Better yet expand upon it. If you disagree with any of it offer alternatives. Simply saying "the HMG needs fixed" does nothing. The DEVs already know this: if they didn't they would not be actively engaging us to find a solution. Dont worry jiraiya, i keep liking all the possible solution that could help the HMG restore its glory, i also put an idea myself which i quote below. Caineghis Beoulve wrote:if they want us to be a CQC defender they need to give us tools to perform that job, these tools are more damage, more turning speed but less range and less walking and sprint speed. If they want us to be a suppression class, they need to give us more range and more walking and sprint speed but less damage and turning speed, so we can suppress at long range.
You can't defend without range. Anyone with more range (everyone else in the game) will simply stand outside your ability to shoot them and kill you.
In NO other game is range as fubarred as it is in DUST. It defies logic. Rework it completely.
They tried a novel way to differentiate classes (hard range), and it simply doesn't work. It is the core of most balance issues in this game. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
83
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Posted - 2013.05.09 20:25:00 -
[10] - Quote
martinofski wrote:Just played a game where there was Radar from PFBHz and he killed my 1300hp heavy in 2 hitts, with nova knifes... not like i didn't see him coming.
Not sure I can do close to that with my HMG lol
This verifies my theory....
Current Best Heavy Build:
The Bear Trap -Sentinel Suit -Proto Knives
Stand in one place and wait for someone to run by. |
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
84
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Posted - 2013.05.09 21:05:00 -
[11] - Quote
Lance 2ballzStrong wrote:Superhero Rawdon wrote:lance - i have 1.3 mil SP left......and im waiting. for what, i dont know. maybe ccp to fix the problem they created?
beoulve - exactly. everyone QQ about everything EXCEPT the damage b4........funny.....
this was mentioned earlier in this thread Let's look at what the Dev said: CCP Remnant wrote:Breakin Stuff wrote:CCP Remnant wrote:Things relevant to my interest proto HMG lost two high slots for complex mods, lost weaponry bonus, lost over 20% base damage. Excellent point. I'd forgotten that they were being buffed by the blanket bonus to all weapon damage given by the weaponry skill. It sounds like he was looking at the Damage value on HMG's based on Chromosome's Weaponry lvl 5, which was needed to get HMG's. So that right there added 10% dmg to the base dmg of HMG's. So instead of taking away 10% (weaponry 5) it looks like he took away 10% from the base value (without weaponry 5) So in total it was a 20% dmg nerf.
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
85
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Posted - 2013.05.09 22:00:00 -
[12] - Quote
General Tiberius1 wrote:i liked being a lumbering heavy, list i could hit **** back then
I totally accept the *normal* drawbacks of an HMG:
-Difficult Maneuverability (normally due to weapon weight, in DUST weapon and suit weight)
-Difficult Handling (Kick)
Range and power are simply not HMG drawbacks. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
87
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Posted - 2013.05.10 13:24:00 -
[13] - Quote
If they haven't addressed the problem of range, then the HMG is still broken. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
89
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Posted - 2013.05.10 13:42:00 -
[14] - Quote
Disturbingly Bored wrote:Dis Cord wrote:If they haven't addressed the problem of range, then the HMG is still broken. The stats make it a lumbering bruiser now, dying at long range. Which is probably the only role for heavy that's actually balanced and still fun to play. (Mid-long range heavy is what was broken in the last build.)
I disagree. I think that this game's concept of range is the core problem. It is unique to this game, and there's a reason for that. Hard range is a terrible mechanic for weapon differentiation. I know they said they will fix that, but it still begs the question of why a HMG is out ranged by High School quarterbacks. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
90
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Posted - 2013.05.10 14:06:00 -
[15] - Quote
Disturbingly Bored wrote:Dis Cord wrote:I disagree. I think that this game's concept of range is the core problem. It is unique to this game, and there's a reason for that. Hard range is a terrible mechanic for weapon differentiation. I know they said they will fix that, but it still begs the question of why a HMG is out ranged by High School quarterbacks. So, all honesty here: If they removed the "disappearing bullets" mechanic, they're probably going to mess with shot dispersion and make it kick like a mule to the point that HMG is only really useful at the current ranges anyway. I don't see longer-range HMG Heavy coming back anytime soon, even with everything CCP said being implemented. But, my crystal ball is as good as yours, so we'll have to wait and see. I'm happy with the changes for now.
I want the HMGs handling factor to be kick. But even then, ranges need to be stretched substantially.
They've built weapon differentiation around ridiculous ranges. This is the core of the problem. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
91
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Posted - 2013.05.10 14:32:00 -
[16] - Quote
Himiko Kuronaga wrote:With the exception of the Assault HMG, it handles like a flame thrower currently.
That said, it's a damn effective flame thrower. Not the way I want it balanced, but I can't deny the results it yields...
See, if they just changed the graphic to a flame and renamed the weapon, I'd be satisfied with it's current stats.
And I would also change my spec immediately....lol.... |
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